This adventuring supplement is designed for D&D5e. On our Patreon page you can get it in PDF format (see image). The downloads include hi-res images for the maps. And there is a variant PDF version designed for Shadowdark RPG.
“Perfection isn’t found in nature, but in what we create from it. A steed with the heart of a lion and wings of a gryphon—now that’s a beast worth riding.”
Glenmar Voss
The second largest settlement in Leaf Valley is a prosperous town nestled in fertile eastern lands, renowned for its vast farmlands and skilled animal breeders. The town’s namesake willows line the rivers that crisscross the region, their long, sweeping branches shading the fertile soil where crops grow in abundance. Willowhill’s farmlands are famous not only for their bountiful harvests but for the unique purple-leaf mandrakes that thrive in its enchanted soil. These rare mandrakes are prized for their potent alchemical properties, used in healing potions and powerful enchantments. Willowhill’s steeds boast an unmatched endurance and speed. Life in Willowhill is tied closely to the land, with the community working in harmony with nature, but the recent disturbances from the dragon’s presence have left the people anxious, threatening the town’s tranquil way of life.
Adventure Hook
- The characters must travel to Willowhill to both investigate more about the dragon and help the people here defend themselves. The many reports describing the monster flying nearby have gotten everyone on their nerves. Additionally, a caravan from the capital may hire the characters to escort them here.
Level 2-3 Settlement
- Special Events. Check for a Random Event in every other area the characters visit (3-in-6 chance).
- Charred Fields. The dragon soars by and burns a strip of land as if playing a game. The monster does not attack the same spot twice (see map). The populace is scared and jumpy, looking at the sky at all times.
- Unrest. People often look for logical explanations or culprits for their fears. Unfortunately, the House of Flames became the target of their hatred. Perhaps a voice of reason could help (see House of Flames).
RANDOM EVENT d6 | Details |
1 | A mandrake that grew in the middle of the street uproots itself, the heroes must intervene before its scream injures someone. |
2 | A herd of great steeds panics after a roar from the dragon echoes through the valley. The heroes must help corral the animals before they trample people or cause damage (DC 14 Strength check). If the check fails, they succeed but take 1d6 damage. |
3 | The heroes explore the town when they are suddenly attacked by two ashen wyrmlings. The monsters fight until slain. |
4 | A shadow passes, believed to be the cursed dragon circling nearby. Tension rises as the townspeople fear an attack. |
5 | Four bandits attempt to steal the horse master’s best steed at night. The heroes notice strange movements and can decide to ignore this or act. If they stop the robbers, the horse master rewards them with one strong horse, and one sturdy mule. |
6 | Five wolves, unnaturally aggressive and emboldened by the dragon’s presence, begin attacking livestock on the outskirts. |
Johann’s Farmstead.
Located on the outskirts of Willowhill, Johann crafts the finest remedies and potions. He is renowned for his deep bond with mandrakes, treating them as pets rather than mere plants. Surrounded by vibrant fields of purple-leaf mandrakes, Johann carefully harvests them with the help of his daughter Anna, an adept herbalist.
- Shrieking Problem. Johann’s mandrakes have gone mad; harvesting them has become a lethal ordeal and he cannot even leave his home. The PCs can help. If they defeat six mandrakes, Johann can continue working, at least for a while. He rewards them with 150 gp.
Red Leaf Tavern
A cozy, well-worn establishment near the Opal River, known for its vibrant red-leaf decorations and rich, spiced cider brewed from the town’s unique apples.
Marla Hart, a sharp-tongued but kind-hearted halfling with a knack for gathering gossip, owns the place. Marla is a former adventurer, her past full of wild tales, and she is always ready to share a rumor or offer advice. Heroes can gather crucial information about the region here.
- Connection. As long as the heroes sit down for a few drinks, Marla joins them a little after. She gossips about mundane topics but she is happy to share what she knows about other places, the locals, and jobs.
Willowhill Docks
Being the fastest way of communication, it is common for people in Willowhill to travel by boat to the capital. The Opal River traverses Opal Pass and Fairnook, where more people usually join the journey. For a small fee (4 gp each), the heroes can book a passage to Queendell.
Glen’s Laboratory
A workshop on the edge of Willowhill, run by Glenmar Voss, a brilliant but eccentric gnome scientist known for his unpredictable experiments. He aims to blend horse breeding with the traits of other creatures like lions, gryphons, and even giant insects. His stables are filled with strange hybrid beasts—horses with claws, wings, or insect-like exoskeletons, most of them are unstable and temperamental, impossible to ride. Glen’s goal is to create the ultimate war steed. Nevertheless, even his best creations have a couple of months’ lifespan.
- Monsters Essence. Glen explains to the heroes what he does and the purpose of his deranged experiments. He reveals he is close to breeding the perfect hybrid, one that shall show unique improvements and live as long as a regular horse. To help him, the character must gather samples of skin, teeth, saliva, or any other gland or rare ingredient from monsters. Glen pays them 100 gp per sample. However, none of his experiments improve his results. Only the body remains of the Ruby Dragon can provide the samples he needs to succeed.
Torren’s Steeds
Torren’s Steeds is a renowned breeding stable in Willowhill, owned by Torren Farstride, a gruff yet respected half-elf known for producing most of the finest warhorses in the realm of Leaf Valley.
Torren values the purebred strength, speed, and loyalty of his steeds over magical or experimental enhancements. His amazing horses are sought after by knights, nobles, and adventurers for their unmatched endurance and unbreakable bond with their valiant riders.
- Wild Beast. Torren informs the heroes of a majestic wild horse spotted on the outskirts of Wildsor. The horse master hopes the heroes can tame the beast and bring it to him. He pays 250 gp for the specimen. The heroes find the horse and manage to subdue it and bring it to Willowhill if they pass a DC 13 Animal Handling check.
Miccah’s Storehouse
Miccah is a popular half-elf in town. He sells all sorts of mundane items and provides storage services. Miccah needs people to transport a cart full of goods to Opal Pass. He offers 150 gp for delivering the goods and returning with a receipt signed by Constable Lee.
House of Flames
The House of Flames is a grand, flame-shaped temple in Willowhill, dedicated to the worship of Ignarion, the ancient fire deity of creation and purification. The temple’s towering braziers burn with ever-glowing magical fire, symbolizing Ignarion’s eternal flame.
With the sudden arrival of the cursed dragon, some townsfolk mistakenly believe it to be a manifestation of the god’s wrath, sent to purge the valley of sin. Priests of the temple struggle to quell the panic, insisting that the dragon is an abomination, not a divine sign, yet many still flock to the temple for blessings and answers. The earl perished during the dragon’s last attack. The priests want to profit from this and take control of the town.
- Unrest. Heroes may restore order to the increasingly zealous crowds. They can do so with an epic speech (DC 17 Persuasion). If words fail, they can subdue the populace with physical repression. Four thugs and ten commoners do not fear the heroes’ peace-keeping efforts.
Willow Observatory
A tall, ivy-covered tower named for the ancient willow tree that twists around its base. Recently, strange star patterns have begun to align, and locals believe they may hold the key to understanding the dragon’s curse. Heroes can seek guidance from resident scholars and visit the observatory to consult star charts. If the characters spend a day studying the skies, they learn about the location of the Temple of the Dragon God in Leaf Valley.
Ruined Manor House
The manor’s once-elegant stone walls are now cracked and crumbling, scorched by dragonfire.
The dragon’s fiery wrath reduced this once-noble estate to ruins, leaving behind nothing but hollow echoes of Earl Tristan Hunt and his family; a taste of what might happen to the entire vale if the dragon is not dealt with. With the earl dead and no relief from Queendell, Willowhill is on the verge of a civil uprising. The House of Flames, despite the people’s claims, aims to take control.
- Exploration. Charred corpses surround the destroyed manor, evidence of the horrible event. There is nothing of value. When the heroes decide to leave, two ashen wyrmlings swing down and attack them.
Ruined Farmsteads
These poor fields lie in desolation, their once-thriving grass now blackened wastelands of scorched earth. Burnt remnants of wooden barns and cottages crumble into ash, their thatched roofs long consumed by the dragon’s flames. The air is thick with the bitter smell of smoke, and the only sounds are the faint crackle of embers and the distant cry of displaced livestock.
- Retrievers. Some animals have been recovered, but there is sill some missing livestock. The heroes can spend an entire day to help (DC 12 Animal Handling). If they succeed, the farmers reward them with 200 gp.