Premade Campaign recipes
Premade Campaign 20: The Shipwreck (2/3)

After cleaning up Urbeth and assuring that no one’s loop is going to end in their own death, the party can move out of the city and explore the rest of the island. There are plenty of places to visit during the Paragon tier, and between the levels of 11-20 there isn’t much they shouldn’t be able to handle. The two remaining cities on the island are areas the party will likely explore, and the mysterious castle to the west is another area of interest. Either way they should make their way south at one point, maybe after someone unaffected by the time-loop tells them of a group of Barbarians moving around near the coast. When they make their way to the ocean they see dozens of footprints and a group of adventurers face-down in the sand, slowly being dragged back to sea (and their clock should be going backwards, slowly). the bits of broken boat around them are also being pulled back, and some of the splintered wood and ripped sales are being mended by mysterious means. If the party is able to pull them away from their location and revive them from unconsciousness they can find that the party on the shore is the group from “Premade Campaign 17: The Book of Time.”
They say that their ship was followed by a strange woman with wings, and that in their attempts to escape their wizard friend, Marcelin, attempted to ward her off by reading from a magical book they had found. That was six months ago, hundreds of miles away, and no one knows where Marcelin is.
Premade Campaign 19: The Broken Clocktower (1/3)

The Broken Clocktower is intended for Heroic level characters and is Part One in a Three Part series.
During the night a man runs into the city screaming about a Red Dragon he saw flying towards the city several minutes ago. The guards let him in and lead him to the center of town, where the Guard Captain brings him to the top of the Clocktower to get a good view of the area. They arrive at the top and see the dragon flying towards them from the distance. While trying to escape the tower, the dragon begins to charge them, but vanishes before he is able to collide. Throughout the next few weeks, citizens begin to complain about missing people and items, thought to be kidnapped or stolen by a group of traveling bugbears who had recently arrived. They leave, and the Mayor asks the party to follow them into the forest and see if they can find any of the missing. They are tracked to an encampment, with a group of bugbears camping near a fire. When approached, they leap up and defend themselves from the adventurers, trying to protect a sheet of paper and screaming that they must “get to the safe area” in Goblinoid. Once slain, the party is able to find the paper and see a circle around a cave with “Safe Spot” written in common.
When the party arrives at the marked spot on the map the cave entrance is open, but once inside a rock slides in front of the entrance and a small skirmish can be heard from outside.
Learn more »
Premade Campaign 18: The Book of Time (0/3)

The Book of Time is intended for Heroic level characters and is a prologue to The Broken Clocktower.
This Premade is actually a prologue to the next three Premades, and isn’t actually necessary to the story. The only benefit of running this is that it is an easy Heroic adventure that can be used as an introduction to 4th Edition, and it makes parts 1-3 more important if they know the history and characters of the world.
A wizard named Marcelino hires the party to lead him into the Jungles of Chult, where a Necromancer named Dashtio has taken his father. As their ship docks at the local port, a fireball is launched into their sails and a horde of zombies flood their ship, which is sinking from the explosion. The party must fight them off and make their way to land before being brought down to the bottom of the sea. As soon as they get to the dock they can see another few dozen zombies shambling in their direction, but are saved my white-robed men who lead them to a monestary. Once inside, the monks reveal themselves as the last remaining (living) citizens of the Chulowoo region after a strange creature appeared in their skies and rained down cursed ash onto the civilians.
Marcelino doesn’t know for sure the location where his father is being held, but after looking at a map of the area the party notes an ancient temple where the god Vecna once conducted sacrifices. Now, its ruins are the home to cultists and clerics who worship the necromantic god, praying for his return.
Premade Campaign 17: The Organization for a Better Tomorrow (2/2)

The Organization for a Better Tomorrow is intended for Epic level characters and is Part Two in a Two Part series.
The party was able take up their ancestor’s arms and send MustaKrakish, the lake troll, back to its slumber. The organization that aided them in their efforts quickly jumps into action to attempt to rebuild what was destroyed, in hopes of getting people to forget the beast’s existence. They reveal themselves to be The Organization for a Better Tomorrow, and explain that their other function is to spread misinformation after apocalyptic events in order to turn such creature’s lives into hoaxes. If they are able to convince the masses that any given creature doesn’t exist, they are able to prevent people from trying to use its power on the world later down the line. The party is asked to become the newest members of the Organization, and is immediately sent on its first mission of world protection.
“Traveling the world and closing windows so that the future’s door shall always be open.”
Premade Campaign 16: Awaken MustaKrakish (1/2)

Awaken MustaKrakish is intended for Paragon level characters and is Part One in a Two Part series.
A nearby town has put out an open invitation for adventures to make quick cash by dealing with a local Troll tribe that has been attacking travelers. There is a large bonus offered to taking care of the situation without violence, so the party should go in with intent with finding a peaceful solution. The trolls have built themselves a lakeside encampment and do not attack the adventures, instead offering them a chance to sit in on a religious ceremony so that they can better understand each other’s culture. They are given a large feast of delicious meats and entertained by troll dances and prayers. After all is said and done, they offer an armistice with the local town if one of the members of the party will read a religious oath, securing the bonds of peace between the neighboring areas.
Whoever chooses to read it is told to look out to the water, at the setting sun, and speak the words written on the ancient scroll. As prayers slip off of the characters tongue, there is a disturbance in the water, and as the incantation is finished a figure can be seen rising out of the lake.
Premade Campaign 15: When the Carnival Comes to Town

When the Carnival Comes to Town is intended for Heroic level characters.
The player’s town has been in a tough spot recently after some attacks from goblins lead to the area being marked dangerous by its neighbors, leading travelers to avoid it altogether. Even after the goblins were long killed, the government can’t seem to turn the town’s reputation or economy up from the downward spiral it has taken in recent months. Their saving grace arrives when a band of entertainers ride in to town, bringing with them plans to transform the area into a carnival for a few months. The mayor happily agrees, and within a few days the town has been turned into a circus, with large tents, vendors hawking wares, and children riding the amazing, magical rides. Some, if not all, of the party members have been recruited by the entertainers to either guard or operate some of the machinery, giving very small pay but nice experience.
For the first time in what seems like forever, the towns economy may once again prosper, and there is enough happiness and optimism in the air that it is easy not to notice the murders, mutilations, and kidnappings going on during the night.
Premade Campaign 14: Battle of the Colossus

Battle of the Colossus is intended for Epic Level Characters and is Part Three in a Three Part series.
In the Paragon section of this series, the party tried to stop Linx from destroying cities for their resources, and eventually found that he was using the stone, steel and dirt that he collected to smelt giant body parts for an unknown reason. Eventually they found themselves fighting a self-repairing Warforged, nearly 20 feet in height. It’s destruction was bittersweet, for when it had finally fallen the party was able to deduct that it was simply a prototype for a larger version.
A much larger version.
Now the race is on, and the choice is theirs. What will the party due when faced with the threat of a colossal construct, controlled by a maniacal madman?
Premade Campaign 13: The Warforged Prototype

The Warforged Prototype is intended for Paragon level characters and is Part Two in a Three Part series.
After escaping the ship of Linx, Joseph P. Rossum owes his life to you. Taking you back to his large workshop, he agrees to upgrade some of the party’s weapons and armor, allowing for them to put a small enhancement on their main adventuring gear. Domin, the party’s Warforged cohort from the first campaign, asks Rossum if he would be allowed to travel the world, to learn his purpose. Reluctant, Rossum agrees, on the grounds that he is careful to avoid capture, since there is still a chance that there are people that would want to harm or kidnap him for his secrets. He agrees, and goes off to explore.
But as Domin goes to leave there is a loud explosion that rocks Rossum’s shop, caving in the walls. If they don’t move quickly, the party may find themselves in a fiery grave.
Learn more »
Premade Campaign 12: The Strange Disappearance of Joseph P. Rossum

The Strange Disappearance of Joseph P. Rossum is intended for Heroic level characters and is Part One in a Three Part series.
Approached by a stranger asking for help, the party is hired to investigate the disappearance of an inventor named Joseph P. Rossum, who went missing several weeks prior. His last known location was a local inn that he stayed in for just one night, so the party will likely begin their searching there. The innkeeper hasn’t yet put anyone else in the room because of slow business, and further investigation reveals that much of his belongings were scattered around the room. A dagger, some clothing, calculations, wands, and other items are pushed around, but one object stands out: a handbag that appears to be moving slightly.
Once opened, a voice from inside the bag screams to be let out, and when turned upside down a severed Warforged head lays on the bed, mumbling incoherently.
Premade Campaign 11: The Walking Dead

The Walking Dead is intended for Heroic Level characters.
The party members live in the middle of a very large city, with a size comparable to Neverwinter (nearly 25,000 citizens). Each player is awoken to their windows smashing, their door being broken in, and the walls being clawed at. Dozens of Zombie Rotters are trying to eat their flesh, and they must battle their way out of their home and into the streets, where hundreds more shamble around, killing civilians. The nearby temple to Avandra’s doors are open and a few town guards are defending the entrance, with a cleric standing in the doorway yelling about the rapture and calling for citizens to come for protection.
The party must run to the temple or fall to the onslaught of the living dead.
Learn more »



