A book donated to the library-city of Candlekeep details how the previous owner created a mansion in a pocket dimension and what the command word to enter is. The gateway was recently discovered, and the characters need to enter the mansion to retrieve the researcher who rediscovered it.
In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs
A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!
DC-POA-PND-4 Eateat Go Home? (Part 3 of the Strange Case of Erland Forsk) A small girl confides in you that she found a secret friend, and that she needs your help in getting him home. Will you be able to keep him safe while mysterious agents search for him? A Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8. Using the DungeonCraft seed The Littlest Squidling ``` You could be happy here; I could take care of you. I wouldn't let anybody hurt you. We could grow up together, E.T. —Elliott, Movie E.T. ```
Designed as an Introduction to the world of Eberron and is intended for a party of four 1st-level characters. This adventure takes place in Sharn, the city of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventures into the depths of Sharn--eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar. Along the way, if the adventures are successful, they recover a lost schema--a part of a pattern used by artificers to craft magic items. They also learn that many different agencies are interested in this relic, including those loyal to the various House Cannith elders and agents of the infamous Lord of Blades. Pgs. 307 - 317
A Brelish spy steals and defects with a powerful magic sword and the adventurer's have been hired to track down and recover the item. This adventure features a lengthy chase overland on horseback, on a train, and an airship. Along the way the adventurers will also have to deal with third parties seeking to recover the sword for themselves, such as Warforged agents of the Lord of Blades who have hired halfling mercenaries riding glidewings (pteranodons), and Emerald Claw raiders piloting an opposing airship. This adventure can be run stand-alone or as a sequel to The Forgotten Forge and Shadows of the Last War.
Long rumored to be haunted by eerie specters, Kincep Mansion has stood for years, mostly untouched by nearby townsfolk. Now something is preying on the local villagers—something that comes from the house. Pgs. 46-69
A genius inventor - Anthony Karstark, founder of the "Karstark Inventions", has recently reached a new level of reclusiveness, when he stopped showing up at his company events. A concerned friend and employee, Holly Amberfell, hires an adventuring party, to figure out what happened to him. As adventurers enter and explore the quarantined manor of the great inventor, they have to deal with his mechanic inventions, figure out minor mysteries of past and present, and finally - face Anthony himself, changed by a strange disease into a Slaad-spawn. Guesting at Artifice Manor is an 8-10 hours long mystery and exploration adventure, that should roughly take two playing sessions (or can be squished into one - suggestions on how to do it are inside the book!). It is optimized for 4 to 5 characters of 8-10 levels. This adventure can be used to kick-off a campaign, exploring the origins and history of Slaads.
A killer is stalking the warforged of Sharn. Some say the murderer is a vengeful spirit, while others blame human bigotry and fear. Can the adventurers expose the truth that lies hidden in the depths of Sharn? Steel Shadows is a D&D adventure suitable for four characters of 7th level. This adventure is set in the city of Sharn in the Eberron campaign setting. Since this is a mystery themed adventure, at least one of the characters should have the Investigate feat. The adventure includes a sidebar for scaling the adventure for lower and higher level characters.
None know from where the Heresiarch first came, but all remember the night that it did. It rode down from the bleeding stars on a great serpent, hurling bolts of obsidian lightning that shattered the monuments and capitols of every nation. Its infernal army swept aside the defenses of the mortal empires in a single hour, decimating legions once thought to be the invincible fist of humanity's god-kings. Faceless priests - each bearing the symbol of the trident - drifted through the fallen cities and scorched villages on a frigid wind, and when they rose to greet the huddled men and women ringed by their festering, bloated dead, they spoke a single, simple offer: worship the Heresiarch or die. Thousands of crusaders fell tonight so that you might be given this chance. In a last stand that, for the first time, united all of the empires of humanity as brothers and sisters, a way was cleared into an infernal stronghold said to contain a gate to the Heresiarch’s fane. All is silent save for the clangor of distant battle. Surrounded by grim-faced knights and teary-eyed peasants – their hands clasped in desperate hope – you step through the glowing, churning doorway, knowing there will be no help and likely no return. Published by Defy Danger and Save Versus Death
“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
Minotaurs are fond of mazes, but rarely build them. Hex is an architect, engineer, and overlord all in one. A self-declared "Minotaur Lord", he is the only one of his kind known to exist. His lair is all he has, a gargantuan, ever-expanding labyrinth in which he keeps the spoils of his many conquests in youth. Now an ancient veteran, he works tirelessly to keep his hoard safe and to entice new adventurers to test themselves against his gauntlet of lethal traps. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 33 pages (pg 110-143). Published by 2CGaming
There is a witch in the wilds, a goddess unremembered, and a madman. There is a circle of stone - who knows what lies beneath? The villagers are distraught: their children! replaced by fae! The villagers are distraught: who heeded their plea? Ravenous inquisitors, that's who. Oh, and adventurers... This investigative folkcrawl adventure module contains: * an isolated village full of secrets, riddled with strange traditions, * adventure sites and dungeons populated by peculiar denizens, * a small Fae Realm to explore, weird and perilous, * a terrible fae threat and too many curses, * unlikely friends, and foes nobody expects! An OSR adventure module for character levels 3-4, designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs. Includes a fully-linked interactive PDF, a fillable Referee's Toolkit, and player-friendly VTT maps.
The Halls of Runehammer is a classic dwarven dungeon crawl for 5th edition dungeons and dragons. The core adventure module is desigend for characters who are second level and should take a party up to 4th level. 150 years ago a horrible plague called the Red Death swept the known world. When faced with the destruction of their entire clan some of the dwarves of Runehammer turned to a dark evil in an attempt to survive. Until recently that evil lay dormant, but now it threatens to engulf the entire region surrounding the Halls of Runehammer including the small town of Last Stop. Features over 8 episodes of encounters flled with action, excitement, and danger Blaze your own path or choose from two sets of pregenerated characters; one party of dwarves and one party of the canon characters for the Asnar: The Last Kingdom campaign (digital download) Contains 25 available digital maps for high quality printing or use with Online systems like Roll20 (digital download) Comes with Combat Encounter sheets for most combat encounters to help speed up your game play (digital download) Comes with a fully printable puzzle ring trap for Episode 7: The Pump Tower Contains 30 pieces of artwork created just for this adventure and 14 additional licensed pieces of artwork
In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world? Part 3 of the Price of Immortality trilogy.
Far out in the void, an ancient city of vampires endures. Welcome to Araveshti, a city of a thousand towers floating safely in the shadow of the world, glittering with starlight, thrumming with ancient magics, and crawling with vicious immortals. Will you seek to destroy these bloodthirsty aristocrats? Or will you help them pursue their bizarre alchemical experiments in immortality? Or will you simply seek a way to escape their twisted and crumbling paradise? Within these ancient towers, adventurers will find vampire lords and servants, zealots and goliaths, as well as werewolves, mycotic zombies, victims of strange experimentation, fanatical holy knights, tragic vampire hunters in black, shipwrecked dreamers, castaway aliens, metal angels, eldritch horrors, star dragons, and (of course) the vampires' giant dragon-killing mecha suit... This is a dark sandbox. Players will explore a vast city of undead people and monsters in outer space, full of homages to classic horror and science fiction films and literature. ADVENTURE TYPE: Mid Level / Combat / Exploration / Dark Fantasy / Fantasy City / Gothic Horror DESIGN NOTES This adventure is intended for mid-level characters around Level 5-10 Players explore a large vampire city in space, encounter numerous NPCs and monsters, and engage with diverse factions to destroy, conquer, or escape from the city 40+ unique encounter locations, plus countless randomly generated locations 100+ original magic items 40+ original monsters One city map Estimated play time: 1-8 sessions (4-32 hours)
Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.
Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead
Nearly 100 years ago, Lord Eriador wrested the lands from the hands of evil and began a reign of unsurpassed courage, wisdom, and might that lasted over three centuries. One day this great man of valor was called onward to continue his battle for freedom and goodness on a higher plane of existence. Leaving the responsibilities of rulership to his faithful overseer, he donned his magical shield, helm, and sword and traveled to the Holy Maountain of Anduin to meet his destiny. Eriador left the overseer with this solemn promise: if there ever arose a time of great need, he would answer a summons from the Mountain of Anduin to come back to vanquish any evil that dared to oppress his people. It is now the reign of the third overseer. For years now, an evil mage has been plaguing the land by sending forth hordes of evil humanoid minions to oppress the people. The overseer has been forced to pay tribute to the mage to protect his people. Life has become nearly unbearable for his subjects. It has been over five years since the mage desecrated the holy mountain by placing foul creatures in its depths to guard against the possibility of the people seeking help from their nearly forgotten champion. A fortnight ago, your party was gathered in a secret council chamber to meet with the overseer himself. You felt a spark of hope for the people of this land as the overseer told the legendary tale of Eriador. He gave you the equipment you need and charged your party with the task of venturing into the heart of the now monster-infested Mountain of Anduin to call back the people's great hero, Eriador the Paladin. Although the three parties sent before you had not returned, ridding the of the land of the mage seemed worth any risk, and you eagerly set out on your quest. Now, standing before the defiled mountain, you wonder if perhaps you were too hasty.