Close
Close
Advanced Search

Shield of the Hidden Lord
Quick Preview
/gs_flipbook/flip.php?xml=/demo_xml/293544.xml&w=500&h=324
Full‑size Preview
https://watermark.dmsguild.com/pdf_previews/293544-sample.pdf

Shield of the Hidden Lord

ADD TO WISHLIST >
PDF
$3.95

"It was a great experience for me and my players!"

"My party had a blast playing it..."

"I loved this adventure... Thank you!"

Generations ago, the most dangerous artifact in the world was lost beneath the streets of Baldur's Gate. Now it's your job to go and find it...

Shield of the Hidden Lord is an 8-10 hour Dungeons & Dragons adventure for characters of 1st to 4th level. It expands upon the material presented in Baldur's Gate: Descent into Avernus, but can be played on its own or as part of any D&D campaign.

This is a DMs Guild Adepts product. The DMs Guild Adept Program was started and is managed by Wizards of the Coast. It brings together some of the best talents creating for the DMs Guild for creative development. DMs Guild Adepts products are identified by the gold ampersand logo.

This adventure is Adventurers League legal!

page previewpage previewpage previewpage previewpage preview

 
 More from this Title's Contributors
 
 Customers Who Bought this Title also Purchased
Reviews (7)
Discussions (14)
Customer avatar
Francesco V June 27, 2020 5:15 pm UTC
PURCHASER
At the end of chapter 4, "if the adventurers head straight back to the ladder in area P1, they can stay ahead of the pursuit. If they take a wrong turn, they may be in trouble."
I don't see how to run this part. The adventures won't take the wrong turn, they know their way. How to make the pursuit entertaining? Should I add some complications?
Customer avatar
M.T. B June 27, 2020 7:47 pm UTC
CREATOR
It depends on how you do your mapping. Some DMs don't give players maps, and some players are poor at mapping, so folk could get into trouble in that instance.

Assuming you give your players a perfect map, there are still some ways to run this and provide tension. One good way is to do it as a 4e-style skill challenge (you can google that up if you are not familiar with it). A few people have done that and it is very effective
Customer avatar
Francesco V July 04, 2020 8:31 am UTC
PURCHASER
My idea was to use something like the Pathfinder Chase Cards, so thanks for pointing me to the right direction.

I knew nothing about the 4e-style skill challenge. I will definitely use it tomorrow to have my players leave the catacombs, and I will surely use skill challenges in many future scenarios. Thanks again for the useful tip.
Customer avatar
Declan F June 19, 2020 11:32 am UTC
PURCHASER
Its a great addition to BG:DitA chapter 1, but I'm curious - why is this module optimized for characters of level 3, when its intended to take place after 'Under the Villa' which probably means your characters are level 4 (possibly higher if you're using XP and not milestones).
Customer avatar
Doug A June 06, 2020 3:17 pm UTC
PURCHASER
This was on the release: Someone asked about the AL Adventure code and the AL guidance.
DDHC-DIA-02: Shield of the Hidden Lord
All gp rewards are replaced with the guidance in Adventurers League campaign documentation.

If the characters have already surrendered the Shield, they may not participate in this adventure. Under no circumstances can two versions of the shield be present in a single party.

Source: Adventure League .org site
Customer avatar
Mark G May 27, 2020 4:31 pm UTC
PURCHASER
I'm currently planning a DiA campaign and I think this is going to be an excellent addition. In case anyone would like to make use of them, I've created some maps suitable for VTT use. I'm no mapping expert, but I did try as much as possible to stay true to the descriptions in the text. https://www.dropbox.com/s/pausfc6gn8mlk3u/SotHL_maps.zip?dl=0
Customer avatar
Vilma S May 23, 2020 4:51 pm UTC
PURCHASER
Hello, any news on AL legality ? Thanks
Customer avatar
M.T. B June 05, 2020 9:45 pm UTC
CREATOR
Yes! Now approved.
Customer avatar
Joshua B June 06, 2020 7:41 am UTC
PURCHASER
Did they assign an adventure code? If they that recently approved it, there’s no way it’s in a content catalog, but I have a bunch of adventures, so I need to be meticulous with my organization to be able to find anything, and getting the adventure code would be quite helpful. Thanks.
Customer avatar
Wayne G May 15, 2020 2:38 pm UTC
PURCHASER
In general, an excellent module which adds a LOT to the bloated but vague Chapter 1 of DIA. However, as the party specifically has to tunnel their way into this adventure - where did the halfling & party plus the leucrotta & "larger pack of monsters" come from? The ettercap and spiders have a way in/out but that wouldn't cover the above parties.
Customer avatar
Wayne G May 16, 2020 3:16 pm UTC
PURCHASER
I was hoping for an answer along the lines of "you missed the other entrance!" .
To stop my players from pointing out the discrepancies (they always do), I'm switching to the tunnel already opened by the alfling party, who went in looking for the shield for Duke Vanthampur. Leucrotta came along after (from the sewer?).
Customer avatar
M.T. B May 16, 2020 10:18 pm UTC
CREATOR
There are three entrances, the main one, the crack in the nave, and the kruthik tunnel in the lower level. I think saying the tunnel is open is fine. It’s possible some subsidence closed it up after the half lints went through ~ they only needed a tiny gap, after all
Customer avatar
Brett H April 26, 2020 6:18 am UTC
PURCHASER
I am using this to bulk up a home brew campaign and my players are really enjoying it. There is so much good flavour text, maps and monsters are great, and the whole inccubus thing is PERFECT for my young, emo sorcerer PC!!

BUT - am I missing something about the door that leads from T6 to the hallway behind T15/16, and on to the Lower Temple? Is it just a regular door? Is there anything stopping the party from proceeding to the Lower Temple without exploring the Upper Temple at all? Not that that would be bad, but want to be sure I am not overlooking something.
Customer avatar
M.T. B April 26, 2020 8:26 am UTC
CREATOR
Glad you are having fun! In theory, you could go T1 => T2/T3 => T6 then on to the lower levels. In typical old-school fashion, I haven't tried to force the party to take a path. In practice, you will probably find the party want to explore the upper level a bit more before heading downstairs. They will obviously miss out on some treasure and a couple of useful knick-knacks if they go straight down.
Customer avatar
Brett H April 29, 2020 5:15 am UTC
PURCHASER
Thank you for the fast reply! Makes perfect sense. Will write up a glowing review when we get through it all, but as I said, its great so far. Cheers!
Customer avatar
Alan D March 15, 2020 5:47 pm UTC
PURCHASER
I had a great time running this module for my home group, and intend to run it for in Adventurers' League once it becomes legal - has much "changed" between the current version and the one that will likely be AL-legal? I'm gonna get cracking on converting it to roll20 format.

For feedback, I don't think there's any way for players to avoid the trap on p.14 as the required phrase isn't found anywhere else. I also think the map of chapter 4 is excessively large given how relatively sparse it is, but I say this from the perspective of my party - they tend to be very careful and do not needlessly plunder, so I halved the size of the map to avoid time from dragging on as they cautiously moved from corridor to corridor.

I understand the size may be a deliberate choice for a sense of scale/time, though. Finally, there's no included description for the javelin found - I know what it does and own a DMG, but it might leave someone else confused.
Customer avatar
M.T. B March 16, 2020 7:27 am UTC
CREATOR
Hi Alan,

Thankyou so much for the feedback. The changes I made to make it AL legal were minimal, though there is currently a freeze on mods getting AL approved. The only way to avoid the trap on p.14 would be with some sort of divination magic. I put the phrase in there for completeness really, rather than a way around the trap. Of course, those 10-foot poles are always handy...

The catacombs large, but yeah, I felt it had to be given how many great families were apparently buried there. My recommendation is that DMs play that as TOTM, although that is less doable on R20.

Thanks again for the feedback!


Customer avatar
Alan D March 16, 2020 3:54 pm UTC
PURCHASER
Yeah, that's a fair point - I have a Wizard player who accidentally knocked themselves unconcious trying to open the Infernal Puzzle Box from the Vanthampur mansion and has become very careful about opening things as a result, hahah. None of the party have discovered the utility of a 10ft pole... nor mage hand.

Makes sense. I drew out a halved size version of the map - I think if my party was in better shape I wouldn't have felt compelled to reduce the size. They got crippled in the preceding chapel and accidentally killed Falaster Fisk (He got caught in the path of the Javelin, which crit), so they were all demoralised and ready to call it quits.

I wrote a review, but again - fantastic module. Looking forward to the opportunity to run some of your others!
Customer avatar
Alan M March 05, 2020 7:27 pm UTC
PURCHASER
This is a great adventure that I'm incorporating into my Descent game.

One thing I'd love to see added to it is the frescoes in area D2; the text says a successful history check will reveal them as the story of Gargauth, but it would be great if there was a bit of fleshing out *how* each fresco correlates to his story. I have my own answers to that, based on what I've been able to find in previous editions' resources, but I'm curious of author's intent, and suspect it might be helpful for other DMs to know.
Customer avatar
M.T. B March 06, 2020 12:04 am UTC
CREATOR
Thanks, Alan - I'm so glad you are enjoying the adventure. If I get a chance to do an update on this adventure, I'll give some thought to your helpful suggestion.
Customer avatar
Michael P December 17, 2019 2:48 pm UTC
PURCHASER
No updates on AL legality status?
Customer avatar
M.T. B December 17, 2019 10:27 pm UTC
CREATOR
Not yet. They asked for a couple of minor revisions which I made and sent off a few weeks ago. I understand they are very busy under a huge backlog of CCC content to review.
Customer avatar
M.T. B June 05, 2020 9:46 pm UTC
CREATOR
Now approved!
Customer avatar
Michael P November 22, 2019 1:47 pm UTC
PURCHASER
Any news on AL legality progress?
Customer avatar
M.T. B November 22, 2019 11:53 pm UTC
CREATOR
Yes, I'm in discussion with the AL admins. It's a slow process as there is a huge backlog of CCC adventures to assess.
Customer avatar
Marc S November 09, 2019 6:17 pm UTC
PURCHASER
Are there plans to do a Fantasy Grounds version of it?
Customer avatar
M.T. B November 09, 2019 9:36 pm UTC
CREATOR
No firm plans at the moment
Customer avatar
Marc S November 16, 2019 11:03 pm UTC
PURCHASER
Okay, then I'll have to do it myself.
Customer avatar
Justin M. C June 26, 2020 5:41 pm UTC
PURCHASER
I actually converted this module myself to Fantasy Grounds for my own use and I would like to reach out to you to see if you are interested in listing it here on Dmsguild.com.
Feel free to email me razzed25@gmail.com or message on Twitter @razzed251
Customer avatar
Alexander W November 03, 2019 2:20 pm UTC
PURCHASER
Dose someone has advice to use thes maps in roll20?
Customer avatar
CAMP J November 03, 2019 12:44 pm UTC
PURCHASER
I'm a bit confused about where to place this side adventure in Descent into Avernus. I'll try to be a little vague so as to avoid spoilers. I got it to flesh out the level 3 experience, since in the adventure it's sort of short. I'll try to be a little vague so as to avoid spoilers for Descent into Avernus. The directions for including this in the written adventure seem to indicate that you put this side trek in after the party delves into the place where the shield normally is. However according to the module, the party should be level 4 before they even go in there. Am I missing something?

It seems that either:
A.) The party will be a level higher than the adventure seems to think they will be.
B.) It's assumed that the party will do a bunch of stuff at one part of one location (where they are assumed to be level 3), then leave that location that they had trouble getting to, to do this side quest, and then go right back to the place they had trouble getting into before so they can...See more
Customer avatar
Dylan S November 03, 2019 4:17 pm UTC
PURCHASER
I was confused by this as well.
Customer avatar
M.T. B November 03, 2019 7:36 pm UTC
CREATOR
Hi Camp,

There are instructions for scaling all the encounters up in the text. I wrote it for APL 3 as the baseline because that is the standard for Tier 1 adventures in Adventurers League, and is the easiest level to scale up and down the tier from. But you can easily play it for any level in tier 1.

With regards to where to after the adventure is completed, I said "Resume the adventure at the Vanthampur Villa section of chapter 1 in the book." I meant simply to pick up the adventure where they left off. I didn't imagine them breaking back into the mansion (although it may well have been cleared out by this stage). I may change that.

cheers,
MTB
Customer avatar
CAMP J November 03, 2019 11:55 pm UTC
PURCHASER
Thanks for the response. I agree that scaling up a challenge on the fly is easier than scaling down a challenge, so I understand where you're coming from in that regard.

I'm still not certain where exactly you intended this adventure to plug in though. It seems as if you intended it to be inserted after completing the villa since you refer to one of the sons giving information, and assuming that Falastar Fisk will be with the party. Was that your intention?
Customer avatar
M.T. B November 04, 2019 12:46 am UTC
CREATOR
Yes. I don't want to too many spoilers here, but the introduction says, under the subheading about Area V29, that Falaster Fisk tells the party the location of the Shield and also offers to guide them there. The party can obviously do what they want with that information. They could leave immediately and look for the Shield, though I think it is more likely that they will want to finish off the villa and then go look for the Shield. But it is up to them.
Customer avatar
Michael M November 25, 2019 8:29 pm UTC
PURCHASER
I'm also having trouble figuring out where exactly this plugs into the official adventure.Your response is helpful, but my disconnect came from the module saying it is for 3rd level characters...except by the time the party reachs V29, where Falaster is, they're supposed to be 4th level, if you're following the milestone leveling given in the canon adventure.

So if I'm reading the above discussion correctly, your intent is for this module is for either the party to leave the Villa once they learn of the Shield's location from Falaster and possibly come back after, or to finish out exploring/clearing out the Villa, above ground and below, and _then_ go find the Shield. Correct?
Customer avatar
M.T. B November 26, 2019 8:18 am UTC
CREATOR
Hi Michael,

I wrote it for APL 3 as the baseline because that is the standard for Tier 1 adventures in Adventurers League, and is the easiest level to scale up and down the entire tier from. But you can easily play it for any level in tier 1. So if your characters are 4th level, that is fine.

Your second paragraph is correct - the party can choose if and when to go and look for the Shield after learning of it from Falaster Fisk.
Customer avatar
Michael M November 26, 2019 2:02 pm UTC
PURCHASER
Thanks! You did a great job within the module making it scalable, too, so that won't be a problem.

LOVE the module, BTW. You did a fantastic job providing atmosphere and a well-designed and stocked set of locations.
Customer avatar
M.T. B November 26, 2019 8:18 pm UTC
CREATOR
Thankyou!
Browse Categories
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!
 Recent History











Product Information
Gold seller
Community Content
Author(s)
Artist(s)
Rules Edition(s)
Pages
37
Format
Original electronic
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
October 30, 2019
This title was added to our catalog on October 30, 2019.