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The Howling Valley

A Town In The Middle Of The Mountains. An Abandoned Monastery. <br>A Dark


Menace Buried In Stone.

Summary
A cry for help by a small village in the Howling Valley. An abandoned monastery on top of the
mountain. Hordes of undead pouring into the realms. A mad mage with bad intentions. Will you
be able to put an end to the unfortunate events in the valley?

Adventure Background
The Party gets informed about the distress of a small village. The only path into the valley, where
it is located, was blocked by rubble caused by an earthquake. Along with that, the village faces
attacks by undead creatures. Tavon Fletcher, the village eldest, sends the players to the old
Monastery on top of the Mountain, where the source for this misfortune is estimated. There,
they have to deal with Azura. Once a promising arcane scholar, she began to dwell over the
studies of necromancy and slowly spiralled herself into madness. She detected strong presences
inside the old mountain, overshadowing the valley. Through the monastery on top of it, she
violently forced herself through the stone, which caused the earthquake. Covet about opening a
portal to the Shadowfell and pouring and army of undead into the realms, she will do anything to
stop the players try to cross their plans.

Hook
Players can be dropped into this adventure quite easily by letting them receive a letter from the
village. The location of the valley can be adapted to the DMs wishes. Naturally, it makes sense to
let it take place in northern regions, due to the snowy and cold setting.

1.The Way into the Valley


You find yourselves facing a narrow path, leading directly into the mountains. The way is block by
rubble, piled up several feet high.
The way is unpassable at first sight. Small creatures can find a way through the stones while
medium players have to pass a DC 13 Athletics/Acrobatics Check to climb over the rubble. The
path behind the Stones is quite passable and is bordered by high mountain walls. After half a
mile, the path opens up and gives sight to the Valley itself. Immediatly, the players' ears are filled
with the eponymus howling of the cold wind breezing through the valley. It is about a mile wide,
the end is not in sight. The path whitch the players followed leads downhill into a lightly wooded
area.
As it gets remarquably colder, you see smoke rise on the horizon.
With a DC 14 Perception Check, Players can spot the contour of what seems to be wooden
palisades, from where the smoke originates. The way to the village is very quiet, animals can't be
heard nor seen. It takes about an hour to reach the village. While travelling, roll an random
encounter from the table below
As you get closer to the village, you see several houses beside the road. There is no smoke rising
from the chimneys, nor do you see any sign of the residents.
There are several small huts in the forest, all of them are abandoned, the windows are barricated
with wooden planks. If the players decide to look around the houses, they can remark that the
villagers must have fled within the last day.

2.The Village
Trough the muttering of the villagers, a loud voice fills the air. An older man with a walking stick
and a concerned face makes his way to you and gestures to follow him
The old man is Tavon Fletcher, the village eldest. As soon as he got the players' attention, he
walks into his hut on the side of the alley. Inside, he introduces himself and briefes them about
the situation. After the earthquake, which cut the village from the outside world, undead
creatures in various forms started to wander trough the valley. He decided to gather the whole
population behind the old palisade, but slowly, their provisions run low. He send the villages only
raven to seek help and is euphoric that help showed up. He also mentions that the undead seem
to descend from the mountain pass, leading to an old monastery. He urges the players to go after
them as soon as possible and is happy to provide them with rations and torches.
The players can interrogate the civilians on the street. They all are horrified by the events and will
tell them their knowledge about the village and the monastary.

The villagers never found it necessary to choose a name for their home. Most of the families in
the valley have lived there for generations. Thats why many inhabitants show signs of genetic
defects. Apart from that, the villagers maintained a very simple lifestyle. The uncommonly hard
wood of the trees in the valley is known for its durabilty and was sold to merchants from all over
the country. Additionally, the village was the last stop for monks before they reached the
monastery on top of the mountain. But the last monk who was seen to take the pass towards the
monastery departured 5 years ago.

Depending on when the adventure takes place, the players have to decide wether to set off
immediatly or staying in the village over night. If the players choose to stay, they will be woken
up by 3d6 + 4 of Azuras zombies trying to get into the village. There are 4 lumberjacks
supporting the players(use the „Guard“ statblock on page 347 in the Monster Manual). If they
decide to leave before night, Tavon will escort them out. He will again thank them for their
courage and promises them 100 Gp each if they can put an end to the valley's misfortune. He
also points to the mountaintop where the monastery lies and explains them the fastest way to
the pass.
Azuras Zombies are undead creatures, pulled
from the Shadowfell by Azura's Portal. The
zombies are in different states of decay, but wear
all parts of armor with the same symbol, a Sun
behind two crossed swords. It's likely that the
Zombies were all victims in the same battle
before they haunted the Shadowfell.

3.The Mountain Pass


Above you, the top of the mountain rises into dizzying heights. Tavons finger points to the right,
to a visible winding road which curls around the rocky mountainside.
A small, crooked path winds itself up to the foot of the mountain. It takes about half an hour until
the players reach the beginning of the pass. The vegetation seems dried out and is clearly
different than in the beginning of the valley. With an DC 18 Arcana check, players can find out
that negrotic energy consumed most of the plants life. While the climb is quite easy in the
beginning, it gets very tough as the path gets steeper and steeper. Players with heavy armor
might fall a little behind. The path is only 10 feet wide and ends in a steep gradient. From time to
time, the players pass little plateaus in the mountainside where the path gets wider. In the watery
mud, players can detect footprints from different creatures, also something what looks like a big
claw with some purple feathers swmming around the puddle. As time passes, roll a random
encouter:
As the pass takes another sharp turn, you see a big plateau in the mountain side. To the left, you
see a natural entry to what you would expect to be a cavern.
The cold wind and the see-sawing weather make it impossible to stay outside. As the players
entry the cavern, the smell of rotten flesh and old blood fills their noses.
The cave is only 5 feet wide and continues into the mountain. It's completely dark. If the players
decide to go further into the cave, they will end up in an owlbear's den. The owlbear (MM 249)
seems to be in hibernation, but wakes up if the players move around loudly in the den. If it wakes
up, it will immedeatly attack the players.
If the players decide to leave the cave without taking a rest, they will see that is has begun to
snow very densely. It takes a DC 16 Perception check to find another cavern entry after a few
more curves. This cave isn't inhabited.
If the players stand watch, roll a d4 to see what happens in two of the four watches.

After the rest, it takes about 3 hours to reach the old monastery. The path gets only harder to
follow.

You reach the mountain top and catch a glimpse of the old building standing on the edge of the
cliff. It looks forsaken, many holes are looming in the rocky walls. Around the old monastery, you
see several shadows wandering aimlessly around. They turn around and start walking up to you as
you begin to approach the ruins .

4.The Monastery
There are 5 Skeletons and 3 Zombies around the Monastery. They directly aim towards the
Players. The monastery is located on a rocky cliff, which looms about 60 feet into the abyss. The
entrace to the monastery is open.
1.Entrance Hall
The room seems to have been emptied. The only things you immediatly spot are a big chest made of
stone, standing on a single table in front of you. Each wall depicts a mural of a small lake,
surrounded by a small forest in different seasons. The floor is covered in dirt.
The footprints clearly show acitvity in the monastery. They go in and outside the building, most
of them seem to be very new. Players can detect that most of the footprints lead from the
stairwell outside. They all lead downwards, to the basement of the monastery.

2.Working Room
The room seems to have been emptied. The only things you immediatly spot are a big chest
made of stone, standing on a single table in front of you. Each wall depicts a mural of a small
lake, surrounded by a small forest in different seasons. The floor is covered in dirt.
From left to right, the murals depict a landscape from spring to winter. The chest has no aperture
and can't be openend by strength or magic. It takes a DC 14 Perception check to spot a seed,
buried in the middle of the room in the dirt.
To solve the riddle, the players have to recreate the seasons on the seed. How they do it is up to
them, let them be creative in their solutions. The order for the solution is:
SpringRain): The players have to water the seed. As soon as water touches the seed, it will grow
into a little plant
Summer (Light): As light gets to the plant, it will grow stronger
Autumn(Wind): Wind will make the plants' leafs fall out
Winter(Cold): As soon as its gets colder around the plant, small snowflakes will appear around it
and cover the plant in snow
Each time a season is recreated, the appropriate mural will begin to glow. At the end, the chest
opens up. It contains 200 Gp and two potions of greater healing. If the seed gets somehow
destroyed, it will reappear in an hour.

3.Bed Chamber
As soon as you open the, three undead pairs of eyes gaze in your direction. Three zombies are
lurking in the room which seemed to be the bedroom. There are 4 lithic pallets, apart from that,
the rooms seems to be empty.
The zombies will attack the players immedeatly. If they look around in the room, a DC 16
Perception check lets them discover a +1 Longbow mounted under one of the beds.

4.The Praying Room


You ascend the old, nagged stairwell. On its end, you gain view on a spacious room, filled with
fresh air. Several windows in the stonewall let the cold mountain wind circulate in the room. On
the edge to the cliff, two creatures are sitting on the floor. They don't seem to have heard you
yet.
The two figures are the last two remaining monks of the monastery. Azura killed them and turned
them into zombies, still capable of their old skills. However, when the players move towards
them, they don't react hostile. They are capable to understand what the players are saying, and
are able to communicate by gestures. The players can persuade them to follow and assist them. If
attacked, the monks will react hostile. The room is the old praying refuge of the monks. The wall
towards the steep abyss is open, you can directly look into the Howling Valley. Otherwise, the
room is empty, only old, rotten rugs cover the floor.

5.The Basement
The stairwell leads into the underground part of the Monastery. The room in front leads into a
small corridor, which parts to left and to right. While the right corridor was build with the same
stone and methods as the monastery, the left corridor got blown into the stone by sheer force a
few days ago by Azura while making her way to her domain.

6.The Pantry
When following the corridor to the right, it takes a DC 16 Perception check to notice the Grick
on the ceiling. If the players move on, it will fall down and attack them. Behind the corridor is a
small pantry. There is mold everywhere, nothing is edible anymore.

7.The Cavern
The left corridor leads into a big, natural cavern. There are almost no lightsources, the only thing
illuminating the cave is a strange purple light, glowing around a 10 ft wide and high crack on the
oppsite site of the cavern. In front of it, a humanoid, hooded figure gesticulates. It seems like the
glowing crack in the wall gets bigger as the creature holds a small purple gem towards it. A ray of
purple energy connects the gem and the wall.
Azura is on her way to widen the portal into the shadowfell with a gem, functioning as a catalyst
for her dark magic. She notices the players immedeatly. She is upset that the monk zombies did
nothing to stop them. Azura feels superior to the players. She is certain that she will defeat the
party and threatens them to turn them into her minions after they have died. When fighting, she
will use the Greater Invisibilty spell to irritate the players. When her Hit Points drop to the half,
she will use an action to summon 1d4 Zombies from the portal. <br>When she is dead, the
glowing of the gem and the portal stops abruptly and the ground begins to tremble. A small
earthquake is triggerd as the portal closes. and the cave is turned completly dark. Azura carries
nothing with herself but a black dagger, made from obsidian and some objects to perform her
magic. When the players investigate the crack in the wall, the see that it continues for about 10
feet and then stops at a natural stone wall. Only the magic performed by Azura could obtain the
portal, it closes the moment she dies.

Ending the adventure


The townfolk is utterly happy that the danger is eliminated. Tavon is true to his word and is
willing to pay the players 100 Gp each. The players remark that it has to be most of the villages'
savings, as the money comes in different chests and looks quite old and contains several
different coins. It is up to the players to accept the offer. The second earthquake opened a small
whole in the blocked mountain passage leading to the valley, which the players can pass through
to the outside world.
Azura used to be an excellent
scholar of magic, but her interest in
necromancing slowly turned her
mad as she dwelled over studies of
the Shadowfell. Eventually, she
decided to unleash the undead
hordes into the Howling Valley to
eradicate the in her conception
unworthy and weak civilians of the
Valley. She is a quite small, petite
women, her body is covered in a
black hood and a chain shirt
beneath it. Her face turned nearly
white, she has dark circles around
the eyes.

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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue
Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge,
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The PDF was created by using The Homebrewery
The Riddle in the Monastery was inspired by u/NinjaDeathStrike
The creative content in this adventure was created by u/tobischeurer

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