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Harper's Tale: A DnD 5e Adventure Path for heroes 1st thru 10th level

Created by Matt Corley

Harper's Tale is an epic story of sacrifice, perseverance, and redemption. The heroes will investigate, battle, and learn the true origins of the threat to their home. The adventure is based on an outline my daughter, Harper, and I wrote after coming home from the hospital after her first round of chemotherapy treatment for leukemia. All net proceeds from the crowdfunding campaign (including this BackerKit) will be donated to benefit Friends of Kids with Cancer to help others like Harper who are battling cancer. Joining Harper and I are an elite team of creators including: Jeff Stevens, Ben McFarland, Brian Suskind, Hannah Rose, Ashley Warren, Kienna Shaw, Bill Barnett, MT Black, Donathin Frye, Anna Landin, Gwendy B, Anna Meyer, Dyson Logos, Jessica Ross, and others! Kobold Press and Petersen Games also pitched in to us bring this to life. What is Harper's Tale? Harper’s Tale is a forest-based adventure path of 10 connected adventures culminating in the party, now 10th level, confronting the source of the plague within their home land. The adventure is intended for players as young as 10, but I promise players of all ages will find plenty to keep them engaged with the story. The adventure path starts in the village of Grove as the heroes come to a seemingly deserted village. Through exploration and investigation, they learn that a mysterious illness has taken over the town, leaving only two young women, Rose and Grace, to care for the populace. Their investigations take them under the town, and, in learning the source of the illness, they find themselves drawn into a much bigger plot by a mysterious force they know little about. What is clear is that the forest they call home is in danger, and the entity behind the illness of Grove has only just begun its foul machinations as evidenced by a sudden outbreak of madness in a neighboring town. A second outbreak is staved off by the heroes—surely they are best described as such after saving not one but two villages—and they find themselves traveling to see the arch-druid of the forest, Deng. The journey is arduous, but the clever adventurers comport themselves well, and learn much in their audience with the ancient druid, including the ingredients for fashioning a cure for the otherworldly contagion and, more importantly, the appropriate rites for harvesting the key components. Harvesting the cure is a greater challenge than the adventurers anticipated as they must deal with a cold war between the hidden powers of the forest in addition to gathering the ingredients in the dark recesses of the primordial wood. The adventure culminates in a confrontation with the creature whose machinations have been behind the debilitating disease wracking the forest. The heroes have learned much of their enemy, but have they learned all there is to know? How will they react when confronted with the source of so much pain and sorrow? Can it be defeated? Redeemed? Or will it win the day? There’s only one way to find out.