The third and final chapter in the Aranea Queen Campaign is now available on dmsguild.com. The first two parts have been well received.
The Aranea Queen Campaign has been well received in the dmsguild and comes in three parts. Each part is over 30 pages long, so in all the campaign is over 100 pages and comes with many maps and encounters that can easily be adjusted or relocated. The campaign takes place in and around the Nether Mountains, in the Silver Marches region of the Western Heartlands in Faerun, using the Forgotten Realms setting.
Trouble in Ironboot Mine
When a dwarf from a local mine is found dead the PCs are sent to investigate. Once at the mine the PCs discover that something terrible has happened and need to find a way to make things right again.
Trouble in Ironboot Mine is designed for a party of 4-6 PCs of 1.-3. level, a good balance of character classes is adviced. The module can be run using any small settlements where dwarven mine is in the near vicinity. All encounters can be easily modified to suit larger or smaller parties.
Trouble under Arn Forest
A strange and alien object is in the PC’s possession and they need to figure out what it is and where it came from. Their investigation leads them to ancient ruins of an underground aranea city. Their discoveries might lead them down a dangerous and terrible path.
Trouble in Arn Forest is designed for a party of 4-6 PCs of 4th-6th level of non-evil alignment, a good balance of character classes is advised. The module can be run using any small settlement where dwarven hold and a forlorn forest is in the vicinity. All encounters can be easily modified to suit larger or smaller parties.
Trouble in Doomspire
An aranea queen egg is in the PCs’ possession. A ghost aranea queen asked the PCs to rescue a tribe of aranea held captive and enslaved by a brutal hobgoblin clan called Blood of Morueme. The clan lives in a fortified village called Doomspire. The PCs need to find a way to enter the village, find the future queen and persuade the shapeshifting Aranea to flee. The PCs not only need to be courageous and heroic, but also clever and even devious. Will they manage to save the Aranea?
Trouble in Doomspire is designed for a party of 4-6 PCs of 7th-9th level and of non-evil alignment, a good balance of character classes is advised. The module can be run in any mountainous region, where hobgoblins are numerous. All encounters can easily be modified to suit larger or smaller parties.