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The Witch of Underwillow $1.50
Average Rating:4.7 / 5
Ratings Reviews Total
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The Witch of Underwillow
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by James B. [Verified Purchaser]
Date Added: 10/16/2022 14:40:28

A short low-level adventure in which the players are recruited to rescue a child kidnapped by wolves - though it turns out not to be that simple. The adventure includes a number of deceptions, which could amuse or frustrate your players depending on their tastes - as such, the adventure might have benefitted from having a few more straightforward challenges mixed in. The author helpfully includes some good advice for running the encounters, as well as a selection of alternate versions of the scenario.



Rating:
[4 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Margie M. [Verified Purchaser]
Date Added: 11/24/2020 22:51:58

Ran this adventure as a Halloween side quest for a campaign I'm DMing with a 6 and 7 year old players. I changed the wolves in werewolves and added a room with a giant spider, before you reach the witch. I also made the taken child real. They loved fighting the classic Halloween characters of werewolves, skeletons, spiders and a witch. I simple and easy game that fit perfectly into our 2 hour game time.



Rating:
[4 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Wesley D. [Verified Purchaser]
Date Added: 11/13/2020 02:05:19

I ran this adventure with my party and they loved it. It took a little over 4 hours with a break but they all said they would have been happy to keep going. I dropped enough hints that the baby was not real and evenhad them find china doll parts at Marikas house when they rolled a high investigation which set the scene for the reveal later in the story. One question I have on the Scrying Crystal magic item in the appendix, what is the "(save DC 15)" for? The item casts clairvoyance which doesn't require a spell save as it doen't affect a person so that has confused me on how my party will use the item. Any help would be greatly appreciated. Thanks.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by lee S. [Verified Purchaser]
Date Added: 10/12/2020 05:12:13

I played this with a group of players that have never played before and it we had a really creepy spooky good time. As a tip for the DMs: try to establish early that the baby might not be what it seems. For example letting slip that the "mother" might not be mentally stable or (as suggested in the module) while searching the house for clues. I did not really do that enough, wich led to a big disappointment on the players sinde instead of the big dramatic twist i imagined. still really fun adventure.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by A customer [Verified Purchaser]
Date Added: 01/17/2020 09:52:48

This was a really great, straightforward adventure that was perfect for kicking off a new campaign with new players who are new to the game.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Seb W. [Verified Purchaser]
Date Added: 07/13/2018 08:27:17

I used this as an introduction to a town in the game I am playing set on the MTG Plane of Innistrad and we played through almost all of it in one long session.

The options for the motives and awareness of various characters make it versitile as a quick one shot or to build up and intergrate into your world as I am. I'm using the witch as a self-exiled Bitterheart Witch looking to test the mettle of adventurer's in the town, due to the events of another one shot I will be using and the hooks for other enemies at the end of this one shot.

The story is great and there are distinct and interesting elements to the one shot, beginning with mysrty and investigation, combat, varying puzzle and skills checks and most probably a lot of fun confusion and more combat, which really give this a balanced and enjoyable tone.

The comabts themselves can be deadly, but the advice on ways to scale it back and react to the situation are fantastic and have given me some food for thought when creating my own combat encounters.

The puzzles themselves are both ridiculously easy and devilishy frustrating, with one being a simple few skill checks that can lead to a gentle flow of skeletons that are enough to keep the party busy/ distracted, as well as suprised by how they keep coming, without being too deadly (unless they hang around), while the other main puzzle is such a cheeky head-scratcher that will be solved in seconds by more observant and perceptive party members, or devolve into absolutely ridiculous logical arguments that go round and round and leave everyone confused and unsure, as well as almost certain to get into another combat.

I left them about to mee thhe witch and look forward to her being a presence on-going on my campaign, aiding and tasking the party with quests to beneift both her and the surrounding area, although I can totally see them being a great little boss battle for this as a quick one session one shot.

The writing and ideas are great and work right out of the box as it were, but were also easily reframed and worded to fit my setting and situation.

Thank you ever so much!

Good hunting and happy gaming :)



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Edward S. [Verified Purchaser]
Date Added: 05/18/2018 19:16:19

Used it as a side adventure while party was traveling to their destination. very adaptable to almost any setting and even the possibility of the witch being benevolent or antagonistic. The encounters were great for teaching the characters/players that they don't need to fight every problem they encounter. I used it as a lead-in to Barovia where the players will have to understand that thinking their way out of a situation is a viable, and often smarter option. The witch was benevolent and was using the challenges to teach the party that they have a difficult path ahead and that things are not always what they seem.

A good mix of teamwork, negotiation, investigation, and combat gives players to feel out their charactes in a variety of ways.

The adaptability of the adventure played perfectly into what I needed for setting up the idea that sometimes allies and benefactors can be found in unlikely persons.



Rating:
[4 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Jonathan B. [Verified Purchaser]
Date Added: 12/21/2017 18:29:38

I have a 9 year old in my group, and I found this to be a great introduction to taking what he's seen (Dice, Camera, Action) and putting it into practice. It encouraged perception checks, investigation, and insight, as well as when to fight and when to run away. I paired it with Death in the Cornfields.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by A customer [Verified Purchaser]
Date Added: 10/12/2016 05:45:05

Perfect little adventure for those getting started. Has the three pillars of the game (Role Playing, Adventure, and Combat) neatly packaged into a 2 hour session.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by James I. [Verified Purchaser]
Date Added: 09/14/2016 05:51:22

This is another triumph from Merric! This short adventure is a great start to any horror-themed campaign, easy to drop into an existing game, or a killer one-shot for new and old players alike. Scary, fun, and modular - it's exactly what you want.



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Jeff S. [Verified Purchaser]
Date Added: 09/07/2016 07:17:48

This is an excellent, well-written, short adventure! A great one-off adventure for your D&D party!



Rating:
[5 of 5 Stars!]
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The Witch of Underwillow
Publisher: Dungeon Masters Guild
by Karl R. [Verified Purchaser]
Date Added: 08/29/2016 21:05:31

The Witch of Underwillow is a solid adventure that creates a great way to start a level 1 campaign. The adventure is simple, yet requires players to be creative as they solve the challenges and puzzles presented. The motivations of the NPC’s and monsters have enough complexity that DM’s running the adventure could expand upon them for wherever the players decide to take the campaign.

An added bonus to the adventure lies with its location. While the adventure states that it is a good set up for Ravenloft, it can easily be adapted for a dark fey-themed campaign, or even use dark motivations to tie the witch to the Shadowfell. Making these changes would require the DM to alter some details and fill in the NPC motivations in certain areas as needed.

I’ve given the adventure five stars, as I believe it succeeds at being a simple introductory adventure that can lead to larger and more in depth plot hooks. It reads well and is easy to comprehend. The entire adventure is a solid 8 pages of material that is well worth the purchasing price. Despite there being no maps, there’s plenty of descriptions for DM’s to make it their own.



Rating:
[5 of 5 Stars!]
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