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Peakvale Adventures

Candlelight and Murky WaterDeath at Grimwood Hall

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Keeping the Swamp of Doom from going over to the dark side has never been easy. The crocodile folk and the demons aren't helping.

This scenario is set in Scott Malthouse’s Peakvale campaign setting. While it can be incorporated into any other Monsters! Monsters! setting, we recommend that you check out Trollish Delver Games for details first. The player characters should either have Combat Adds of 50 or more or be able to cast at least a couple of 3rd level spells. It is assumed that the players have survived the Temple of the Hag but the scenario can just as easily be played as a standalone adventure.

It should be noted that while this scenario is designed for 7 and 7.5, it can easily be adjusted to any edition. 

Death at Grimwood HallDeath at Grimwood Hall

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People will do strange things for love, but Margaret Grimwood of Grimwood Hall is going to take that to a whole new level. In the sleepy town of Meanderwood something stirs in the darkness. Under the moonlight a glint of steel flashes. Two shadowy figures emerge from the graveyard carrying something on their shoulders.

This adventure will take the players deep into a macabre mystery of love, power and magic inspired by Mary Shelley’s Frankenstein. Take care, for everything is not what it seems.

Death at Grimwood Hall is an adventure for 4-6 PCs (player characters) of levels 3-4, although the adventure can be scaled for other levels. This adventure was designed for use with 7th edition rules, but it can easily be converted for use with any edition.

Temple of the HagTemple of the Hag

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Finding the Temple of the Hag is not as simple as getting from point A to point B. The dark spirits that live within keep their temples well hidden. Sword-bladed grass, quicksand, and the dreaded doomsday skeeters are only a few of the dangers that skulk along the haunted paths of the Swamp of Doom. Somewhere within, living in the shadow of the Bat-Winged Fiend himself, the mysterious swamp hag bottles her stolen souls.

This scenario is set in Scott Malthouse’s Peakvale campaign setting. While it can be
incorporated into any other setting, we recommend that you check out Trollish Delver Games for details first. The player characters should either have Combat Adds of 50 or more or be able to cast at least a couple of 3rd level spells. It is assumed that the players have survived the No Fences to Mend scenario (and possibly had a few Hot Nights in Lowhollow), but the scenario can just as easily be played as a standalone adventure.

It should be noted that while this scenario is designed for 7 and 7.5, it can easily be adjusted to any edition. Treasure information may be found in the room descriptions. Additional booty is listed in the random treasure tables provided in Swamp of Doom, Part I: No Fences to Mend.

Hot Nights In LowhollowHot Nights in Lowhollow

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Finally back to town after a hard day's tunnel hacking (or swamp-slogging)? Well, there might be a bit more going on than you expect. Lowhollow isn’t the sprawling, kingdom-sized area of urban settlement that Pholus and Estvol are, but it has a sizeable population bolstered by land and seafaring trade routes.

Have as much adventure in the city as out in the wilds. Delvers in Lowhollow explore not only the dingy side of the city, but the consequences of getting caught. If you get too careless while you're dreaming of the riches of the harbor district, you could very well end up working the Pitt.

This is an adventure setting for common kindred delvers of levels 3 to 5 using 7.5 edition rules, although it is easy to modify for other editions.

No Fences to MendNo Fences to Mend

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About two days out of Lowhollow, on the way to Redmarsh and Lake Bloodmoon, lie Mount Dath and Elp's Climb. Between these two snowcapped mountains, the Gnarlay Wood is settled. The dominators of Peakvale give these forests and their surroundings some room, not only because of the ork-kindred bandits that prowl the roads or thereabouts, but because of the Iueresa elf clan that dwells within the forests proper. Somewhere in the midst of these forbidding wilder lands lies the Temple of the Hag.

This is an adventure for common kindred delvers of levels 3 to 4 using 7.5 edition rules, although it is easy to modify for other editions.

It Came from Beyond the StarsIt Came from Beyond the Stars

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Champion the cause of King Hobbletoe and the residents of Willowmoss. Discover what fell from the night sky into the urook-infested Greyshades.

It Came from Beyond the Stars! is set in the kingdom of Peakvale. The main action centers around the village of Willowmoss and the Greyshades, but the location can be modified to fit your own ongoing campaign.

This is an adventure for common kindred delvers of levels 1 to 3 using 7.5 edition rules, although it is easy to modify for other editions.
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