Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.
After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82
Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge?
The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. Pgs. 16-34
In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.
Are your player's moving out of Velkenvelve? Enjoying a stroll along the shores of the Darklake? On a day trip from Gracklstugh to Neverlight Grove? Sightseeing near Blingdenstone? Then Journey Through the Center of the Underdark is for you. Journey Through the Center of the Underdark contains several detailed encounters ideal for fleshing out traveling days between locations in Out of the Abyss. Furthermore, these encounters could be readily inserted into any 5th Edition Dungeons & Dragons Underdark oriented Forgotten Realms or home campaign setting. Designed for a party of 4-6 fourth through sixth level characters, with easy notes for adjusting encounter difficulties for lower or higher level groups, Journey Through the Center of the Underdark should provide 8-10 hours of exciting in game adventure. Written for your Rage of Demons Out of the Abyss campaign, Journey Through the Center of the Underdark is ideal for any descent into the depths your characters might take. Enjoy!
Match wits and mettle with a sphinx in this new adventure for the world’s greatest roleplaying game. A wild forest edging closer to chaos, a small village threatened by something strange, and a quest to discover the truth from a legend known for her riddles. Locals speak of a mountaintop reliquary filled with powerful artifacts — artifacts which could make all the difference in the climactic battle for the fate of the village. You might even meet a baby sphinx cub along the way. The Question of the Sphinx is a 10 to 12 hour adventure for 6th through 8th level characters. This adventure easily fits within the Forgotten Realms, Theros, or other 5e settings. Solve any of the 20 original riddles Choose from 14 unique magic items Learn a never-before-known spell Brave any of the 6 random monster scenarios, set in 6 random dynamic locations Contend with 3 new monster variations
Wild transmutation magic suddenly blasts through the sleepy town of Pinebrook Dell, turning the inhabitants into classic D&D monsters! Can the party reverse the effects as they too begin to slowly mutate? This one-session adventure is a love letter to classic D&D. Every monster the party might encounter dates back to the earliest days of the game... and the players are slowly turning into monsters themselves! Mechanics are provided for players to start turning into monsters (Gelatinous Cube, Beholder, Mind Flayer and more!) as the adventure progresses, with fun puzzles tailor-made to highlight their monstrous new abilities. This module is for 4-6 characters at level 4.
The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
A bargain struck between a dwarf chieftain and a great divine power forms the heart of this adventure. The chieftain, unwilling to step down from her position as ruler, seeks a way to hide from the god. When the party rescues some of her kin, they are offered riches for recovering a long lost magical shroud with the power to obscure mortals from the eyes of the gods. But recovering the shroud draws the attention of the god’s agents, and the party must choose a side. In this storied and fate-filled adventure for eleventh-level and up PCs, the party must battle their way through a ruined dwarven armory before deciding the fate of the chieftain.
This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makaberitaten-Theater-2024-5e?view_as_pub=1
An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes—and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine—a riddle which may hold the key to vanquishing the ettin.
A tenday ago, the human settlers of Olostin’s Hold started hearing strange noises coming from the distant White Stag Hills. Noises of battle. Incessant sounds of thundering hooves, clashing steel, flying arrows, and screams of agony heard from miles away. Could those be the awakened spirits of the past? And if so, what could be done to lay them to rest? The answers are found in Cairn of the Centaur Conqueror, a Feywild dungeon that only appears once every 777 years...
A bandit leader known only as "The Ravager" brings ruin to the Border Kingdoms. The characters must destroy the source of his power and defeat him before he can complete his evil plans. Pgs. 11-21
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
The once-dwarven wizard Hehranna knows that her previous race, for all its pride and skill, is hampered and distracted by lesser concerns—family, friendship, emotion. Once they join the Hive, they won’t begrudge a few moments of pain in exchange for the industrious awakening she has to offer them. Pgs. 16-32
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
A town in Falkovnia finds itself stuck in a time loop that repeats the final hour before it is overtaken by a legion of undead. Only the PCs and a mysterious crone are able to remember the events of each cycle. The heroes must find a way to prevent the destruction of the town and stop the cycle of death!
The trees part before you, revealing the crumbling walls of the ruined keep. Only hours ago, you set off after the marauding orc band responsible for the destruction of the temple of Freya and the theft of its sacred crucible. But something else waits for you within the ruined walls. Something darker and far more sinister. Something that has hidden from the light for ages.