Souled Out | Free Adventure for D&D and PF2e

Souled Out | Free Adventure for D&D and PF2e

Designed by Ruben Vasquez
PF2e Conversion by Zac Chaney
Cartography by Sir Vicke

When the characters arrive in town, they find a place that should be alive with chatter and trade eerily silent. The market stalls overflow with fresh goods, but no merchants stand behind them. Dropped baskets, overturned barrels, and the faint scent of stew still hanging in the air tell a chilling story — everyone vanished in an instant. As the party investigates, they uncover strange, swirling orbs scattered throughout the streets — the trapped souls of the townsfolk, their bodies slumbering in the Ethereal Plane.

The culprit is Ancient Annette Antlerhide, a night hag who has found a way to harvest souls through a wicked new ritual. To save the townspeople, the heroes must face her malefic creations — the restless dead and the necrotic horrors born from their suffering — and put an end to the hag’s vile harvest before the last souls are lost forever.

By the way, if you’re a busy GM without enough to time to prep like you know you should, Lairs & Legends 2 can help. Grab an adventure, read it in about 15 minutes, and you’re ready to run your game! With over 700 pages of 5e resources, there’s no reason to feel stressed out and overwhelmed before your next D&D game.

Souled Out - D&D 5e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

        Where will this adventure take place in your world?

        Should you change any of the location names to make them better fit your campaign setting?

        Should you increase or decrease the loot, including adding or removing magic items?

        Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four to six level-seven characters.

Creatures. This adventure features the following creatures: gloom shadow*, necroswarm*, night hag, specters, will-o’-wisp.

*These creatures can be found in Giants and the Lurking Dead in this issue of Lair Magazine.

Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.

Loot. This adventure contains the following treasure: berserker handaxe, a figurine of wondrous power (ebony fly), heartstone, a rust bag of tricks, soul bag, and an assortment of mundane loot.

Harvest Market

At just past midday, the harvest market should be bustling. Sounds of barter and shouts across the street are common, but it is eerily silent. The only sound that remains is the babbling water from a fountain. The only sense of normalcy that remains is the scent of market foods like various meats and stews.

Looking into the market, there is not a soul in sight. Barrels lay on the ground, spilling their contents. A few glasses lay shattered amongst numerous strange greying orbs spread throughout the market; their contents seem to swirl in contention. The only objects that show life in the area are pieces of paper nailed into various posts that crinkle with the wind.

Creatures. If the party disturbs the orbs, a necroswarm will manifest from the greying orbs, and two specters will pull themselves from the necroswarm.

 Roleplaying Notes.

·         After the necroswarm forms, it rushes toward the character, not knowing how it came to be, only that they want to rest. Its spirit swarm attack appears as restless spirits, grabbing and tugging at the target in different directions.

·         Two specters free themselves from the necroswarm. They scream in an attempt to communicate for help. They will immediately attempt to attack the orbs that keep them trapped, but they are incapable of doing so.

·         A character may try to calm either the necroswarm or either of the specters if they make clear their attempt to help and succeed on a DC 22 Charisma (Persuasion) check for the necroswarm or a DC 17 Charisma (Persuasion) check for either of the specters. A successful check will result in the respective creature halting its attacks for one round as it struggles with its newfound instinct to be aggressive. If the character maintains its attempt to calm the spirit, the character must attempt the same check. If successful in this second attempt, the creature’s mind is calmed, and the spirit(s) fade back into their respective orb, now colored a pearlescent white.

·         Once the first of these creatures is pacified, the DCs lower by 2 for the remaining creatures.

Encounter Notes.

·         The specters will focus their attacks on any character that displays divine magic or wears any religious iconography. Otherwise, they focus their attacks on the strongest-looking character in a vain attempt to ask for help since they cannot speak.

·         The necroswarm will swarm the nearest character, switching targets every round to the character who dealt it the most damage within melee range.

·         All of the creatures present will fight until their spirits return to their orbs, either by being pacified or defeated.

Orbs. The orbs are magical trinkets created by the night hag, Ancient Annette Antlerhide. The hag has learned a powerful ritual that traps its victims’ souls into an orb while sending their bodies into a state of endless sleep in the Ethereal Plane. While trapped in the orb, an individual experiences a haunting meant to slowly corrupt them, so when their body gives out, their soul is suitable for the hag to take for her own. This corruption is visible in the color of the orb; once formed, the orb is pearlescent white and darkens until it becomes black, at which point the individual is dead and their soul ready for the night hag. The identify spell will provide a character with all this information, except for the creator and how to replicate the spell. However, a character who learns this information must succeed on a DC 16 Wisdom saving throw or be afflicted with a form of short-term madness.

The orbs are immune to cold, necrotic, and psychic damage. They each have an AC of 20 and 25 hp. The characters can destroy the orb with dispel magic and a successful DC 18 spellcasting check. This will free the individual within, but they will be unconscious for 1d4 hours. Once touched, the spirit inside will stir and rise out of it in an angered state, and all other trapped spirits within 30 feet will rise as well. Individually, each greying orb will produce a specter, but if many are together, they will combine to form a necroswarm.  If they defeat the creature released from the orb, the soul does not die but returns to the orb to restart the corruption process.

Signs of Disappearance. Any character that chooses to investigate the various barrels, broken glass, and dropped produce may make a DC 15 Intelligence (Investigation) check to discern that whatever occurred here was magical in nature. Dropped items seemed to have been done so abruptly without signs of defense or panic.

Signs for “Annie’s Animals of A-nigma.” Signs posted throughout the area say the following:

ANNIE’S ANIMALS OF A-NIGMA

Owl bet you haven’t seen a beast master such as she.

You won’t Bear to miss this show, you won’t be Boar’d.

We’re not Lion that you’ll be amazed.

There will be goats.

All are welcome! Bring your family, friends, and all who seek to be entertained.

Directions at the bottom of the note lead to a public area nearby used for small gatherings

Small Gathering

Signs lead toward a small clearing set up for a communal gathering. Tables on the perimeter are brimming with food beside a big barrel ready to dispense drink. Two carts parked nearby hold fruits and vegetables.

In the center of the gathering area, beside a large stone, are a picnic blanket and a couple of greying orbs.

To the southeast, a cart with a banner marked “Annie’s Animals of A-nigma” sits beside a still roaring campfire. On its floor are several more orbs: a collection of pearlescent white orbs and black orbs.

Creatures. A night hag watches over this area from the Ethereal Plane; a gloom shadow serves her and poses as the shadow she casts. Four will-o’-wisps will manifest from the black orbs.

Roleplaying Notes.

·         Ancient Annette Antlerhide hides within the Ethereal Plane, harvesting from the bodies of her victims to craft a new soul bag. She is still able to maintain vigil over the area through the bordering Ethereal Plane. After the characters have defeated and put the will-o’-wisps to rest, she will reveal herself and say the following;

o   “Oh, you meddlesome children! Why must you ruin the show? Leave my audience be; they paid good coin for this.”

o   “Is it coin you seek? Take it and leave!”

o   “Something more valuable? Hmm . . . I suppose I could give you but one and ONLY one of the souls I’ve worked quite hard to collect.”

·         Ancient Annette may offer more, but only if the party allows her to continue her evil act. If even one character shows an interest in her bribe, she will continue to increase her offering in an effort to sway them to leave her undisturbed.

·         If persuading the characters fails, she will threaten the characters with the following statement: “Kill me, children, and you and this pitiful waste-rag of a town will have to contend with my lovely sisters.”

Encounter Notes.

·         The will-o’-wisps are mindless and will attack the character that disturbed them first. Otherwise, they will pursue the character that last dealt them damage.

·         The night hag will begin by casting ray of enfeeblement at any melee combatants. She will then attack with her claws. If she is unable to hit, she will rely on her magic missiles.

·         She will direct the gloom shadow to attack characters that attack her from a distance.

·         The gloom shadow will spend its first round of combat extinguishing the campfire flames. After which, it focuses its attacks as directed by the night hag unless a character produces light or deals radiant damage.

·         If she is nearing defeat, the night hag will attempt to escape, using her plane shift ability. If the characters successfully prevent her from escaping, she will continue combat in an angered rage.

Ending the Ritual. The characters can end the ritual that is keeping the souls contained by killing the night hag or removing her from the perimeter of the spell. The latter occurs if she successfully flees. Once ended, any black orbs shatter, sending the corrupted soul where it now belongs, and any white or greying orbs reform the bodies of their respective individual.

Loot. If killed, the night hag has two interesting artifacts: a heartstone and a soul bag (soul included).

The cart, used by the night hag as a means of attracting victims, contains within it a berserker handaxe, a figurine of wondrous power (ebony fly), a rust bag of tricks, 482 cp, 2,065 sp, and 1,104 gp.

Orbs. The four orbs in this location have been subjected to the most intense corruption, blackening them much quicker than normal. When disturbed in any way, a will-o’-wisp will manifest from each orb. The bodies belonging to these creatures are dead, but the characters may revive them as long as they have defeated the respective will-o’-wisp.

Conclusion

If the characters free the town’s inhabitants from the spell, they may hail them as heroes and host a celebration in their honor, though a time of mourning will occur for the four beyond saving unless the characters also revive them.

However, if the hag managed to escape, the characters may have to contend with an angry coven in the future, who may also seek vengeance upon the townspeople.

Souled Out - Pathfinder 2e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

        Where will this adventure take place in your world?

        Should you change any of the location names to make them better fit your campaign setting?

        Should you increase or decrease the loot, including adding or removing magic items?

        Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four level-seven characters.

Creatures. This adventure features the following creatures: gloom shadow*, necroswarm*, night hag, specters, will-o’-wisp.

*These creatures can be found in Giants and the Lurking Dead in this issue of Lair Magazine.

Adventure Difficulty. The party can expect to encounter two severe encounters in this adventure.

Loot. This adventure contains the following treasure: spellender, a horrid figurine, heartstone, a bag of weasels, and an assortment of mundane loot.

Harvest Market                     Severe 7

At just past midday, the harvest market should be bustling. Sounds of barter and shouts across the street are common, but it is eerily silent. The only sound that remains is the babbling water from a fountain. The only sense of normalcy that remains is the scent of market foods like various meats and stews.

Looking into the market, there is not a soul in sight. Barrels lay on the ground, spilling their contents. A few glasses lay shattered amongst numerous strange greying orbs spread throughout the market; their contents seem to swirl in contention. The only objects that show life in the area are pieces of paper nailed into various posts that crinkle with the wind.

Creatures. If the party disturbs the orbs, a necroswarm will manifest from the greying orbs, and two specters will pull themselves from the necroswarm.

 Roleplaying Notes.

·         After the necroswarm forms, it rushes toward the character, not knowing how it came to be, only that they want to rest. Its spirit swarm attack appears as restless spirits, grabbing and tugging at the target in different directions.

·         Two specters free themselves from the necroswarm. They scream in an attempt to communicate for help. They will immediately attempt to attack the orbs that keep them trapped, but they are incapable of doing so.

·         A character may try to calm either the necroswarm or either of the specters if they make clear their attempt to help and succeed on a DC 27 Diplomacy check for the necroswarm or a DC 22 Diplomacy check for either of the specters. A successful check will result in the respective creature halting its attacks for one round as it struggles with its newfound instinct to be aggressive. If the character maintains its attempt to calm the spirit, the character must attempt the same check. If successful in this second attempt, the creature’s mind is calmed, and the spirit(s) fade back into their respective orb, now colored a pearlescent white.

·         Once the first of these creatures is pacified, the DCs lower by 2 for the remaining creatures.

Encounter Notes.

·         The specters will focus their attacks on any character that displays divine magic or wears any religious iconography. Otherwise, they focus their attacks on the strongest-looking character in a vain attempt to ask for help since they cannot speak.

·         The necroswarm will swarm the nearest character, switching targets every round to the character who dealt it the most damage within melee range.

·         All of the creatures present will fight until their spirits return to their orbs, either by being pacified or defeated.

Orbs. The orbs are magical trinkets created by the night hag, Ancient Annette Antlerhide. The hag has learned a powerful ritual that traps its victims’ souls into an orb while sending their bodies into a state of endless sleep in the Ethereal Plane. While trapped in the orb, an individual experiences a haunting meant to slowly corrupt them, so when their body gives out, their soul is suitable for the hag to take for her own. This corruption is visible in the color of the orb; once formed, the orb is pearlescent white and darkens until it becomes black, at which point the individual is dead and their soul ready for the night hag. The identify spell will provide a character with all this information, except for the creator and how to replicate the spell. However, a character who learns this information must succeed on a DC 23 Will save or be afflicted with a form of short-term madness.

The orbs are immune to cold, void, and mental damage. They each have an AC of 20 and 25 hp. The characters can destroy the orb with dispel magic (Counteract DC 23). This will free the individual within, but they will be unconscious for 1d4 hours. Once touched, the spirit inside will stir and rise out of it in an angered state, and all other trapped spirits within 30 feet will rise as well. Individually, each greying orb will produce a specter, but if many are together, they will combine to form a necroswarm.  If they defeat the creature released from the orb, the soul does not die but returns to the orb to restart the corruption process.

Signs of Disappearance. Any character that chooses to investigate the various barrels, broken glass, and dropped produce may make a DC 23 Perception check to discern that whatever occurred here was magical in nature. Dropped items seemed to have been done so abruptly without signs of defense or panic.

Signs for “Annie’s Animals of A-nigma.” Signs posted throughout the area say the following:

ANNIE’S ANIMALS OF A-NIGMA

Owl bet you haven’t seen a beast master such as she.

You won’t Bear to miss this show, you won’t be Boar’d.

We’re not Lion that you’ll be amazed.

There will be goats.

All are welcome! Bring your family, friends, and all who seek to be entertained.

Directions at the bottom of the note lead to a public area nearby used for small gatherings.

Small Gathering                    Severe 8

Signs lead toward a small clearing set up for a communal gathering. Tables on the perimeter are brimming with food beside a big barrel ready to dispense drink. Two carts parked nearby hold fruits and vegetables.

In the center of the gathering area, beside a large stone, are a picnic blanket and a couple of greying orbs.

To the southeast, a cart with a banner marked “Annie’s Animals of A-nigma” sits beside a still roaring campfire. On its floor are several more orbs: a collection of pearlescent white orbs and black orbs.

Creatures. A night hag watches over this area from the Ethereal Plane; a gloom shadow serves her and poses as the shadow she casts. A will-o’-wisp will manifest from the black orbs.

Roleplaying Notes.

·         Ancient Annette Antlerhide hides within the Ethereal Plane, harvesting from the bodies of her victims to craft a new soul bag. She is still able to maintain vigil over the area through the bordering Ethereal Plane. After the characters have defeated and put the will-o’-wisps to rest, she will reveal herself and say the following;

o   “Oh, you meddlesome children! Why must you ruin the show? Leave my audience be; they paid good coin for this.”

o   “Is it coin you seek? Take it and leave!”

o   “Something more valuable? Hmm . . . I suppose I could give you but one and ONLY one of the souls I’ve worked quite hard to collect.”

·         Ancient Annette may offer more, but only if the party allows her to continue her evil act. If even one character shows an interest in her bribe, she will continue to increase her offering in an effort to sway them to leave her undisturbed.

·         If persuading the characters fails, she will threaten the characters with the following statement: “Kill me, children, and you and this pitiful waste-rag of a town will have to contend with my lovely sisters.”

Encounter Notes.

·         The will-o’-wisp is mindless and will attack the character that disturbed it first. Otherwise, it will pursue the character that last dealt them damage.

·         The night hag will begin by casting ray of enfeeblement at any melee combatants. She will then attack with her claws. If she is unable to hit, she will rely on her magic missiles.

·         She will direct the gloom shadow to attack characters that attack her from a distance.

·         The gloom shadow will spend its first round of combat extinguishing the campfire flames. After which, it focuses its attacks as directed by the night hag unless a character produces light or deals vitality damage.

·         If she is nearing defeat, the night hag will attempt to escape, using her plane shift ability. If the characters successfully prevent her from escaping, she will continue combat in an angered rage.

Ending the Ritual. The characters can end the ritual that is keeping the souls contained by killing the night hag or removing her from the perimeter of the spell. The latter occurs if she successfully flees. Once ended, any black orbs shatter, sending the corrupted soul where it now belongs, and any white or greying orbs reform the bodies of their respective individual.

Loot. If killed, the night hag has two interesting artifacts: a heartstone.

The cart, used by the night hag as a means of attracting victims, contains within it a spellender, a horrid figurine, a bag of weasels, 482 cp, 2,065 sp, and 1,104 gp.

Orbs. The four orbs in this location have been subjected to the most intense corruption, blackening them much quicker than normal. When disturbed in any way, a will-o’-wisp will manifest from each orb. The bodies belonging to these creatures are dead, but the characters may revive them as long as they have defeated the respective will-o’-wisp.

Conclusion

If the characters free the town’s inhabitants from the spell, they may hail them as heroes and host a celebration in their honor, though a time of mourning will occur for the four beyond saving unless the characters also revive them.

However, if the hag managed to escape, the characters may have to contend with an angry coven in the future, who may also seek vengeance upon the townspeople.

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