Jeff C. Stevens (module & adventure writer)

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When you play AD&D-5e, play only with the BEST! Play with an award-winning Jeff C. Stevens module!   Jeff C. Stevens creates extraordinary adventure modules for AD&D-5e. His incredible works have received critical acclaim from such noted gaming blogs, podcasts, and periodicals such as:

  • The Tome Show

  • The Kind DM

  • Tom & Drew's Magic Item Review

  • Iron Emblem Gaming

  • The Scrollarium

Here is also but a mere sampling of the amazing (and affordable) adventures that Jeff C. Stevens has in store for you and your campaign...

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The Fruit of Evil

A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?

A four to six-hour adventure for a party of five characters of levels 4 thru 10. Easily insertable into most campaigns, and includes a print-friendly version and downloadable maps.

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Encounters in the Savage Wilderness

What will your adventurers find in the Savage Wilderness? This supplement gives you a few ideas: a pet ochre jelly, a strange hotel, ritualistic trolls, a dying hippogriff, and many more. Most are written for a generic location and should fit well in any campaign setting. We've even included suggestions for Eberron!

This 116-page supplement contains 19 encounters written by best-selling Dungeon Masters Guild writers and new writers!

Encounters in the Savage Wilderness includes:

19 unique encounters / mini-adventures

A mix of combat, roleplay, and investigation

New creatures

Custom Art

Downloadable Custom Maps (as a separate file)

We hope you enjoy the encounters!

Savage Encounters: Villains & Lairs

Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish.

Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!

Several of the NPCs (Angel, Aurelia Sing, Barabbas Abernathy, Brondike Deepdelver, Cephelosk, Dargin Graypaw, Fur'Gudlu, Gundigoot Garrick, Lady Yana, Metathraxicus Shade, Rhaghulit the Visionary, The Silent Symphony, Snuggles, Velen 'Viper' Raddlemark, and Zerakkis) even have connections to Waterdeep! Check out the preview to see how we added the connection.

Bonus Objective: COMPLETED! The expansion has been posted!

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The House of the Midnight Violet

"This was a great adventure to drop into my ongoing campaign - it hits just the right kinds of horror notes, and has a really interesting story that unfolds at a nice pace."

"A well-written adventure through a mansion filled with dark secrets."

The House of the Midnight Violet is a 3+ hour standalone adventure designed for 5th Edition. The print version of the adventure is intended for four to five characters of level 4 to 6, and includes scaling suggestions up to level 12. It is set in a non-specific location and can be included in nearly every campaign.

The party is recruited by an innkeeper to recover a flower from a nearby mansion. He is an alchemist and he is running short on his supply of the Midnight Violet.

Town rumors warn the party to stay away. But, that's unlikely given that your heros are mighty and brave.

While exploring the mansion, the adventurers will learn the story of the family that once lived there and what caused their demise. That is...if they live that long.

Two new creatures and one new magic item are introduced in this adventure.

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The Madhouse of Tasha’s Kiss

Can you survive the Madhouse of Tasha’s Kiss? Or will you go mad trying?

A small village, empty of villagers except for one boy found sitting and weeping next to a jester’s pageant wagon. The boy explains that the villagers, including his family, followed a jester into the wagon and never came out.

A portal to a pocket dimension is found inside the wagon, leading to a brass door with the word Madhouse etched into it. What lays beyond the door? What madness could the adventurers face? Can they save the villagers, or will they go mad trying?

A three to five-hour adventure for a party of four to five characters of 3rd thru 10th level.