Trouble in Wendmoor Adventure
Trouble in Wendmoor is a self-contained tabletop RPG adventure for 4-5 players built for D&D 5.5e, but translatable to other TTRPG systems. It is designed for a single DM and runs in three to four sessions. It is a political thriller in a low-magic world. The adventure was designed with three core values in mind: player agency, moral complexity, and gritty historical grounding. There is no single correct path. The party can incite a revolt, plan a castle assault, run a covert infiltration, or combine all three.
What's Included
A flexible adventure module with DM introduction, player introduction, and full setting guide for the Barony of Wendmoor.
Five premade characters with sheets — the Mage, the Knight, the Spy, the Farmer, and the Hunter! Each has a homebrewed one-time special ability, personal stakes, and intentionally open physical descriptions for players to make their own.
Six custom magic items with illustrated player handout cards, designed to feel genuinely remarkable in a world that has not seen magic in two centuries.
A custom stat block for the greatest threat in this adventure, the Ashwarden Inquisitor!
A "Running the Adventure" section covering pacing, tone, key principles, and multiple possible endings.
A Historical Grounding reference guide covering medieval agriculture, feudal law, garrison life, and travel in order to provide practical texture for improvisation at the table.
Stat block references and DnDBeyond links for all standard NPCs.
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