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123344-Mfe31 Fallendesertoutpost v1

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0% found this document useful (0 votes)
15 views12 pages

123344-Mfe31 Fallendesertoutpost v1

Uploaded by

Sean Serin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Mike’s free Encounter #31

Fallen Desert Oupost

A CR 9 Encounter

by Dr. Michael LaBossiere

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon
Masters Guild.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com System Reference Document 5.0 Copyright 2016, Wizards
of the Coast, Inc.

Copyright 2020 Dr. Michael LaBossiere

Not for resale. Permission granted to print or photocopy this document for personal use only.
MFE#31 1
Free Rules ...................................................... 8
CREDITS Free Encounters ............................................. 8
Author: Dr. Michael C. LaBossiere
Cover Illustration: Louis Porter, Junior Designs
Cartographer: Dr. Michael C. LaBossiere Stuff to Buy!.................................................... 9

Additional Art: Louis Porter, Junior Designs Adventures .................................................... 9


Some artwork copyright Michael
C. LaBossiere
About the Author............................................. 10

Map .................................................................. 11

Contents
Credits ................................................................ 2
INTRODUCTION
Contents ............................................................. 2 This is the 31st in an ongoing series aimed to
provide the overworked DM with ready-to run
Introduction ....................................................... 2 encounters. The intrepid adventures face off
against the desert ghuls of a fallen outpost.
History/Background ........................................... 2
It includes a history/background for the
Getting the PCs Involved .................................... 3 encounter, a map, and monster stats.
The companion ZIP file contains JPEG
Map Key ............................................................. 3 versions of the maps (with and without grid), a
Hero Lab file, the Word file of the encounter, and
Desert Outpost............................................... 3 a PDF with character sheets for all the monsters.

Level 2 ............................................................ 3
HISTORY/BACKGROUND
Roof ................................................................ 4 While Durakor is a demon lord of the undead,
not all undead accept his mastery. The
Encounter ........................................................... 4 necromantic desert kingdom of Kerek refused to
accept his benevolent offer to peacefully join the
Hook? ................................................................. 7 ranks of his blessed followers. Durakor
reluctantly conquered the kingdom, subsuming
New Spells .......................................................... 7 the undead into his ranks and granting all the
living creatures the great gift of undeath.
Cure Undead ................................................ 7
Among the undead subsumed by Durakor were
the desert ghuls. Before the rise of Kerek, ancient
Mass Word of Durakor ............................... 7
necromancers recognized the need for undead
servants who could pass for the living and thus
Necrotic Flame ............................................ 8
they created the ghuls. While not particularly
powerful, the ghuls had two major advantages.
Word of Durakor ......................................... 8
The first is that they possess a semblance of life
and can often walk among the living, performing
Free Stuff! .......................................................... 8
various tasks for their masters. The second is that
Free Map Collections ..................................... 8 they retain their memories, some abilities and

Not for resale. Permission granted to print or photocopy this document for personal use only. MFE#31
2
much of their personality from when they were sun-dried adobe. The doors are wooden and have
alive. simple locks (DC 10).
The necromancers who came to rule Kerek
used the ghuls to good effect in their takeover of DESERT OUTPOST
the living kingdom. By transforming key people
1. Bunkroom: This room holds 8 double bunks
into ghuls, they were able to undermine the
for the outpost warriors. Each warrior has a
kingdom and smooth the transition from a nation
locker holding 1d100 cp, 1d20 sp and ad4 gp as
of the living to a nation ruled by necromancers.
well as various personal items.
Over the centuries and across realities many
necromancers have learned to create these
2. Common Room: This room has a table and
creatures. As such, they can be found on many
chairs. The soldiers use this as mess.
worlds and are often employed as spies and
assassins.
3. Kitchen: The kitchen is outfitted with two
This encounter involves a desert outpost whose
stoves, cabinets and tables. Water is taken from
soldiers have been transformed into ghuls. When
a small pool located in the center of the outpost
they were alive, the guards offered protection and
(one reason for the location of the outpost).
security for desert travelers. Now their outpost is
a trap for the unwary. The ghuls ambush those 4. Storage: The storage room contains
they regard as weak and unlikely to be missed, foodstuffs and various other mundane items.
while gathering information on those they deem
too dangerous or too likely to be missed by the 5. Tower Entrance: The door to the tower has a
authorities. decent lock (DC 15) and the entrance contains a
ladder leading to the second floor.
GETTING THE PCS
INVOLVED 6. Storage: The storage room contains
foodstuffs and various other mundane items.
There are a variety of ways to get the PCs
There are also some items that might be
involved in the
interesting to the PCs:
encounter. One option
• 6 suits of studded leather armor
is to have the PCs
• 5 shields
encounter the outpost
• 7 scimitars
while traveling the
• 5 light crossbows
desert. Another option
is to have them sent to • 10 spears
• 121 bolts
check up on the outpost to
ensure all is well.
7. Sergeant’s Quarters: The two
An interesting twist is to
sergeants bunk here. There are two
introduce the PCs to the outpost before
locked trunks (DC 15) in the room. One
the soldiers are transformed into ghuls—the PCs
holds 125 cp, 75 sp, 55 gp and 4 silver bolts. The
might even have saved the outpost from an attack
other holds 121 cp, 34 sp and five 10 gp gems.
from undead and view it as a safe place.

MAP KEY LEVEL 2


The map shows the outpost. It consists of a
tower, a barracks and a kitchen building. The
structures are made of wooden beams/posts and
Not for resale. Permission granted to print or photocopy this document for personal use only. MFE#31
3
1. Entrance: this small room contains a trap Kemkel
door with a sliding bolt (AC 15, HP 15) and a Desert Ghul (Priest)
Desert ghul
ladder. Medium undead, chaotic evil

2. Captain’s Quarters: The captain’s room Armor Class 14 (studded leather)


Hit Points 44 (8d8+8)
contains a bed, a desk covered in paperwork, Speed 30 ft.
and a bookshelf. A locked drawer (DC 15) holds
321 cp, 213 sp, and 121 gp. STR 16 (+3), DEX 14 (+2), CON 12 (+1), INT 12 (+1), WIS
16 (+3), CHA 16 (+3)

3. Priest’s Quarters: The priest’s quarters Skills Deception +5, Religion +3


contain a bed and desk. A locked drawer (DC 10) Damage Resistances necrotic
Damage Immunities poison
holds 121 sp, 10 gp, and a healing potion. Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
ROOF Challenge 3 (700 XP)

1. Roof: The roof is reached via a trap door with


a sliding bolt (AC 15, HP 15). Each wall has a Necrotic Empowerment. As a bonus action, the priest
can expend a spell slot to cause its melee weapon attacks
box holding 30 crossbow bolts. At each corner is to magically deal an extra 10 (3d6) radiant damage to a
a pole mounted oil lamp used to illuminate the target on a hit. This benefit lasts until the end of the turn.
tower at night (to aid travelers in navigating the If the priest expends a spell slot of 2nd level or higher, the
extra damage increases by 1d6 for each level above 1st.
desert). Beside each lamp is 6 oil flasks.
Semblance of Life. Until it chooses to reveal its true
ENCOUNTER nature, a desert ghul appears to be the living humanoid it
once was. This semblance can be pierced by spells (such
The encounter begins when the ghuls of the as Detect Evil & Good) by making a a DC 13 ability check
outpost and the PCs meet. The ghuls will assess using the caster's spell casting ability.
The use of Intelligence (Insight) against the desert ghul’s
the PCs (if they have not already met) and will Charisma (Deception) skill will not reveal that the
decide whether to attack them or not (most likely creature is undead but will reveal some abnormality in its
they will; otherwise it won’t be much of an behavior.
encounter). If the ghuls decide to attack, they will
try to convince the PCs to stay at the outpost (for Turn Defiance. The ghul has advantage on Saving
safety while they rest) and then attack the PCs Throws against Effects that turn Undead.
when they seem to be most vulnerable. Actions
Since the ghuls retain the skills and
experiences from life, they will use military tactics
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
against the PCs—they will fight together, with the creature.
priest providing support. They will also make Hit: 12 (2d8+3) piercing damage.
good use of the outpost, engaging PCs from the
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
top of the tower with bows if possible. The ghuls creature.
will try to get the PCs to rest in the common area Hit: 10 (2d6+3) slashing damage.
or perhaps even outside (they will offer to provide
Light Crossbow. Ranged Weapon Attack: +4 to hit, range
a suitable desert tent). If the PCs accept the offer 80 ft./320 ft., one target.
of the tent, the ghuls will lock the doors to the Hit: 6 (1d8+2) piercing damage.
structures and set the tent on fire with burning oil.
Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one
The ghuls in the tower will then fire bolts at the target.
PCs. Hit: 6 (1d6+3) bludgeoning damage.

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4
Charm. The creature targets one humanoid it can see Condition Immunities charmed, exhaustion, poisoned
within 30 feet of it. If the target can see the creature, the Senses darkvision 60 ft., passive Perception 12
target must succeed on a Wisdom saving throw against Languages Common
this magic or be charmed by the creature. The charmed Challenge 4 (1,100 XP)
target regards the creature as a trusted friend to be
heeded and protected. Although the target isn’t under the
creature’s control, it takes the creature’s requests or Semblance of Life. Until it chooses to reveal its true
actions in the most favorable way it can, and it is a willing nature, a desert ghul appears to be the living humanoid it
target for the creature’s bite attack. Each time the once was. This semblance can be pierced by spells (such
creature or the creature’s companions do anything as Detect Evil & Good) by making a a DC 13 ability check
harmful to the target, it can repeat the saving throw, using the caster's spell casting ability.
ending the effect on itself on a success. Otherwise, the The use of Intelligence (Insight) against the desert ghul’s
effect lasts 24 hours or until the creature is destroyed, is Charisma (Deception) skill will not reveal that the
on a different plane of existence than the target, or takes creature is undead but will reveal some abnormality in its
a bonus action to end the effect. behavior.

Spellcasting. Spellcasting: The desiccated priest is a 5th-


level spellcaster. Its Spellcasting Ability is Wisdom (spell Turn Defiance. The ghul has advantage on Saving
save DC 13, +5 to hit with spell attacks). The Priest has Throws against Effects that turn Undead.
the following Cleric Spells prepared:
Actions
• Cantrips (at will): Shadow, Necrotic Flame,
Thaumaturgy
• 1st Level (4 slots): Cure Undead, Guiding Bolt, Word of Multiattack. The ghul makes two attacks.
Durakor
• 2nd Level (3 slots): Blindness/Deafness, Spiritual Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Weapon creature.
• 3rd Level (2 slots): Mass Word of Durakor, Animate Hit: 12 (2d8+3) piercing damage.
Dead
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Treasure: Fake holy symbol worth 10 gp, 1d100 sp, 1d20 creature.
gp Hit: 10 (2d6+3) slashing damage.

Description: Once a priest of another god, the ghul priest Light Crossbow. Ranged Weapon Attack: +5 to hit, range
now worships Durakor (or a god of undeath of your 80 ft./320 ft., one target.
choosing). The priest ghul maintains the appearance of Hit: 7 (1d8+3) piercing damage.
still being a priest of its former god. If pressed to cast
beneficial spells, the priest will claim that either it is a Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
spiritual leader rather than a caster or will assert that it target.
only prayed for combat spells because of rumors of Hit: 6 (1d6+3) slashing damage.
bandits.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5
In combat, the priest ghul will support the others, using ft. or range 20 ft./60 ft., one target.
its attack spells to damage key foes and its healing spells Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing
to keep its allies in the fight. damage if used with two hands to make a melee attack.

Desert Ghul (Warrior) Charm. The creature targets one humanoid it can see
Desert ghul within 30 feet of it. If the target can see the creature, the
Medium undead, chaotic evil target must succeed on a Wisdom saving throw against
this magic or be charmed by the creature. The charmed
Armor Class 17 (studded leather, shield) target regards the creature as a trusted friend to be
Hit Points 55 (10d8+10) heeded and protected. Although the target isn’t under the
Speed 30 ft. creature’s control, it takes the creature’s requests or
actions in the most favorable way it can, and it is a willing
target for the creature’s bite attack. Each time the
STR 16 (+3), DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS
10 (+0), CHA 16 (+3) creature or the creature’s companions do anything
harmful to the target, it can repeat the saving throw,
Skills Athletics +5, Deception +5, Perception +2 ending the effect on itself on a success. Otherwise, the
Damage Resistances necrotic effect lasts 24 hours or until the creature is destroyed, is
Damage Immunities poison on a different plane of existence than the target or takes a
bonus action to end the effect.
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5
Hit: 7 (1d8+3) piercing damage.
Treasure: 1d20 sp, 1d10 gp
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Description: Once a guard who served their leader, the target.
warrior ghul now fights in servitude to a new master. Hit: 7 (1d6+4) slashing damage.

As a veteran of many battles, a warrior ghul will fight Charm. The creature targets one humanoid it can see
using sensible tactics, such as targeting casters first. within 30 feet of it. If the target can see the creature, the
target must succeed on a Wisdom saving throw against
this magic or be charmed by the creature. The charmed
target regards the creature as a trusted friend to be
Captain Rellama heeded and protected. Although the target isn’t under the
Desert Ghul (Captain) creature’s control, it takes the creature’s requests or
Desert ghul actions in the most favorable way it can, and it is a willing
Medium undead, chaotic evil target for the creature’s bite attack. Each time the
creature or the creature’s companions do anything
Armor Class 17 (chain shirt, shield) harmful to the target, it can repeat the saving throw,
Hit Points 120 (16d8+48) ending the effect on itself on a success. Otherwise, the
Speed 30 ft. effect lasts 24 hours or until the creature is destroyed, is
on a different plane of existence than the target, or takes
STR 18 (+4), DEX 16 (+3), CON 16 (+3), INT 12 (+1), WIS a bonus action to end the effect.
12 (+1), CHA 18 (+4)
Leadership (1/short rest). For 1 minute, this creature can
Skills Athletics +7, Deception +7, Perception +4 utter a special command or warning whenever a
Damage Resistances necrotic nonhostile creature that it can see within 30 feet of it
Damage Immunities poison makes an attack roll or a saving throw. The target can add
Condition Immunities charmed, exhaustion, poisoned a d4 to its roll provided it can hear and understand this
Senses darkvision 60 ft., passive Perception 14 creature. A creature can benefit from only one Leadership
Languages Common die at a time. This effect ends if this creature is
Challenge 6 (2,300 XP) incapacitated.

Treasure: 49 cp, 47 sp, 15 gp, 3 pp, 100 gp ring.


Semblance of Life. Until it chooses to reveal its true
nature, a desert ghul appears to be the living humanoid it Description: The captain fought in numerous desert
once was. This semblance can be pierced by spells (such campaigns and took the outpost command as a last
as Detect Evil & Good) by making a a DC 13 ability check assignment before her planned retirement. She is now
using the caster's spell casting ability. forever trapped in service to her new master.
The use of Intelligence (Insight) against the desert ghul’s
Charisma (Deception) skill will not reveal that the An experience leader, the captain will plan the ambush
creature is undead but will reveal some abnormality in its carefully and endeavor to apply maximum force to the
behavior. weakest member of the party.

Turn Defiance. The ghul has advantage on Saving Desert Ghul (Sergeant)
Throws against Effects that turn Undead. Desert ghul
Medium undead, chaotic evil
Actions
Armor Class 17 (chain shirt, shield)
Hit Points 84 (13d8+26)
Multiattack. The ghul makes two attacks. Speed 30 ft.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS
creature. 12 (+1), CHA 16 (+3)
Hit: 13 (2d8+4) piercing damage.
Skills Athletics +6, Deception +6, Perception +4
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one Damage Resistances necrotic
creature. Damage Immunities poison
Hit: 11 (2d6+4) slashing damage. Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 14
Light Crossbow. Ranged Weapon Attack: +6 to hit, range Languages Common
80 ft./320 ft., one target. Challenge 5 (1,800 XP)

Not for resale. Permission granted to print or photocopy this document for personal use only. MFE#31
6
makes an attack roll or a saving throw. The target can add
a d4 to its roll provided it can hear and understand this
Semblance of Life. Until it chooses to reveal its true creature. A creature can benefit from only one Leadership
nature, a desert ghul appears to be the living humanoid it die at a time. This effect ends if this creature is
once was. This semblance can be pierced by spells (such incapacitated.
as Detect Evil & Good) by making a a DC 13 ability check
using the caster's spell casting ability. Treasure: 1d100 cp, 1d20 sp, 1d10 gp
The use of Intelligence (Insight) against the desert ghul’s
Charisma (Deception) skill will not reveal that the Description: One sergeant, Kelennara, served with the
creature is undead but will reveal some abnormality in its captain for years. The other, Jorgre, was recently
behavior. promoted and hoped for a long and glorious career. Both
sergeants retain their skill at leading their troops, though
they are all undead now.
Turn Defiance. The ghul has advantage on Saving
Throws against Effects that turn Undead.

Actions HOOK?
The ghuls are part of a larger undead problem;
Multiattack. The ghul makes two attacks. perhaps a mummy lord or necromancer is active
in the area and must be killed and looted by the
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. PCs.
Hit: 12 (2d8+3) piercing damage. Also, there are additional desert undead Free
Encounters that can be connected to this
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. encounter.
Hit: 10 (2d6+3) slashing damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, range


80 ft./320 ft., one target. NEW SPELLS
Hit: 7 (1d8+3) piercing damage. These spells have appeared in other Free
Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one Encounters but are provided for convenience.
target.
Hit: 6 (1d6+3) slashing damage. CURE UNDEAD
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 1st-level necromancy
ft. or range 20 ft./60 ft., one target. Casting Time: 1 action
Hit: 6 (1d6+3) piercing damage or 7 (1d8+3) piercing
damage if used with two hands to make a melee attack. Range: Touch
Components: V, S
Charm. The creature targets one humanoid it can see Duration: Instantaneous
within 30 feet of it. If the target can see the creature, the
target must succeed on a Wisdom saving throw against An undead creature you touch regains a
this magic or be charmed by the creature. The charmed number of hit points equal to 1d8 + your
target regards the creature as a trusted friend to be spellcasting ability modifier. This spell has no
heeded and protected. Although the target isn’t under the
creature’s control, it takes the creature’s requests or effect on living creatures or constructs.
actions in the most favorable way it can, and it is a willing
target for the creature’s bite attack. Each time the At Higher Levels. When you cast this spell
creature or the creature’s companions do anything
harmful to the target, it can repeat the saving throw, using a spell slot of 2nd level or higher, the
ending the effect on itself on a success. Otherwise, the healing increases by 1d8 for each slot level
effect lasts 24 hours or until the creature is destroyed, is above 1st.
on a different plane of existence than the target, or takes
a bonus action to end the effect.
MASS WORD OF DURAKOR
Leadership (1/short rest). For 1 minute, this creature can
utter a special command or warning whenever a 3rd-level necromancy
nonhostile creature that it can see within 30 feet of it Casting Time: 1 bonus action
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7
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words appealing to the mercy FREE STUFF!
of Durakor, up to six undead creatures of your I regularly make free D&D stuff available,
choice that you can see within range regain hit including map collections and encounters.
points equal to 1d4 + your spellcasting ability
modifier. This spell has no effect on living FREE MAP COLLECTIONS
creatures or constructs.
At Higher Levels. When you cast this spell Mike's Free Maps Collection #1
using a spell slot of 4th level or higher, the Mike's Free Maps Collection #2
healing increases by 1d4 for each slot level Mike's Free Maps Collection #3
above 3rd. Mike's Free Maps Collection #4
Mike's Free Maps Collection #5
NECROTIC FLAME Mike’s Free Maps Collection #6
Mike’s Free Maps Collection #7
Necromantic cantrip Mike’s Free Maps Collection #8
Casting Time: 1 action
Range: 60 feet FREE RULES
Components: V, S
Duration: Instantaneous Mob Rules
Burning darkness descends on a creature that
you can see within range. The target must FREE ENCOUNTERS
succeed on a Constitution saving throw or take
1d8 necrotic damage. Mike's Free Encounter #1: Necromancer's Stash
Mike’s Free Encounters #2: Worg Riders
The spell's damage increases by 1d8 when you Mike’s Free Encounter #3: Haunted Stones
reach 5th level (2d8), 11th level (3d8), and 17th Mike’s Free Encounter #4: Kobold Emissary
level (4d8). Mike’s Free Encounter #5: Gnark Horse
Mike’s Free Encounter #6: Ghost of Kella Thar
Mike’s Free Encounter #7: Capraemortu
Mike’s Free Encounter #8: Bonewalkers
WORD OF DURAKOR Mike’s Free Encounter #9: Alena Trel the Eye
1st-level necromancy Piercer
Casting Time: 1 bonus action Mike’s Free Encounter #10: The Bog Witch
Mike’s Free Encounters #1-10 (pay what you want)
Range: 60 feet
Mike’s Free Encounter #11: Shadow Fang Gnolls
Components: V Mike’s Free Encounter #12: Shadowed Fields
Duration: Instantaneous Mike’s Free Encounter #13: River Pirates
An undead creature of your choice that you Mike’s Free Encounter #14: Bad Mercenaries
can see within range regains hit points equal to Mike’s Free Encounter #15: Dwarven Guard Post
1d4 + your spellcasting ability modifier. This Mike’s Free Encounter #16 Necrolossi
Mike’s Free Encounter #17: Frostcursed Guard Post
spell has no effect on living creatures or
Mike’s Free Encounter #18: Death Captain
constructs.
Mike’s Free Encounter #19: Corporagelida
At Higher Levels. When you cast this spell Mike’s Free Encounter #20: Frostcursed Headless
using a spell slot of 2nd level or higher, the Mike’s Free Encounters #1-20 (pay what you want)
healing increases by 1d4 for each slot level Mike’s Free Encounter # 21: Frostcursed Forge
above 1st. Mike’s Free Encounter #22: Frostcursed Docks

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Mike’s Free Encounter #23: Frostcursed River
Diamond
Mike’s Free Encounter #24:Dividuicorporis
Mike’s Free Encounter #25: Frostcursed Queen
Mike’s Free Encounter #26: Cult of the Bat
Mike’s Free Encounter #27: Burning Beasts
Mike’s Free Encounter #28: Sting of Drenlak
Mike’s Free Encounter #29: Sand Gnark Horse
Mike’s Free Encounter #30 Ghul Caravan
Mike’s Free Encounters #21-30 (pay what you want)

Stuff to Buy!
I also sell stuff for D&D:

ADVENTURES

Arrogo's Tomb
Belmey (pay what you want)
Broken Mine 5E
Dragon Hunt
Tower of Zakelana

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gaming material. He is also a blogger, but these
ABOUT THE AUTHOR days who isn't?
Dr. Michael LaBossiere is a gamer/runner from
When not writing, he enjoys running, gaming
Maine who went to school in Ohio and ended up
and the martial arts. Thanks to a quadriceps
a philosophy professor in Florida.
tendon tear in 2009, he was out of running for a
While acquiring his doctorate in philosophy at
while, but returned to the trails and wrote a book
Ohio State University, he earned his ramen
about it, Of Tendon & Trail. He can be contacted
noodle money by writing for Chaosium, GDW, R.
at [email protected].
Talsorian Games, and TSR. After graduate
school, he became a philosophy professor at Michael LaBossiere’s Amazon Author Page
Florida A&M University. His first philosophy Michael LaBossiere’s Paizo Page
book, What Don't You Know?, was published in
2008. He continues to write philosophy and Michael LaBossiere’s DriveThru RPG Page
Michael LaBossiere’s Dungeon Masters Guild Page

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MAP

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MFE#31 11

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