Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.
In an age obscured by mist and memory, Sir Galen the Brave and his knights struck down the Drake of Crestmoor with steel and flame. But as the years turned, and the heroes returned to dust, their deeds faded into myth. Doubt lurked where awe once dwelled, and in time, the bards sang of lesser deeds. In the hollows of the wilderness, the stones of their forgotten tomb crumbled beneath ivy and shadow. The Cursed Knights of Crestmoor is a short dungeon crawl for four characters of levels 1-2 using Shadowdark RPG ©. The adventure is designed to be easy to run for new game masters. Players should not be cavalier in their approach to this dungeon. There are threats in the tomb which could easily kill foolhardy player characters. Long ago a band of knights led by Sir Galen slew the black dragon known as the Drake of Crestmoor - a malevolent creature whose true name was Morghast the Black. With his dying breath, the dragon cursed Galen and his friends that they would never find rest in death. Today, the once well-kept tomb has fallen into ruin. Some time ago a band of kobolds moved into the subterranean mausoleum and began using it as a base of operations. More recently, a lizardfolk shaman named Kall’eth and his warband arrived and took over, pressing the kobolds into their service. Kall’eth came to Galen’s tomb to recover the knight’s Fireblade - a sword of dwarvish make used to slay Morghast long ago. The tomb is crawling with kobolds, lizardfolk, and the restless husks of Galen and his compatriots. A magic sword, a missing wedding ring, and plenty of adventure await you in…The Cursed Knights of Crestmoor!
This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, undead and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure reward an average of 12, but as many as 20 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. In the Tullow Vale of Vasloria, a centuries old town is built around a weathered statue said to seal away an ancient evil. Ajax's Hawklords bombard and lay waste to the town, stealing the statue, and in the chaos, the pitiless Deatheye Yslansh and her lizardfolk minions abduct the citizens! Can you save the people of Ivywatch before they are put to the Deatheye's fell purpose? And what or who exactly have the Hawklords unsealed? This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, ogres and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure will reward an average of 8 to 18 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. The adventure contains: - 12+ combat scenes, including a boss battle. Most combats have objectives beyond just “kill everything” - 2-3 montage tests - 1 small, safe location to take respites in, full of NPCs with opinions - 1 big, complex, puzzle-y negotiation - 10 new custom treasures and titles, and other player rewards - A brief setting primer to Tullow Vale
The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.
Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59
A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!
A black dragon’s treasure hoard has been located in the Twilight Marsh, and within it are secrets that hold interest to the factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair!
For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.
Lord Blackmoor's son has been kidnapped, and is being held in the crypts beneath an ancient fortress. Can our heroes rescue the boy before he is sacrificed in a diabolical ceremony? The party responds to a plea for assistance from Lord Blackmoor, whose son Willet has been kidnapped. Blackmoor desperately needs someone to mount a rescue mission. The party journeys along the old East Trail, facing bandits and dangerous obstacles before delving beneath the ruins of Firestone Keep, encountering fearsome enemies and ancient magic. Finally, the party must fight for their lives as the truth about Willet’s abduction is revealed.
An artifact belonging to an ancient couatl god has been stolen from his shrine. Can the characters recover the Fangs of Oatali before the god's wrath unleashes a devastating cataclysm upon the jungle? Fangs of Oatali is a pulp-action adventure set in the jungle and includes: -Stealthy raids, hidden enemies, and the clash of two primal gods -Angry pterodactyls, massive sinkholes, and earth-quaking magic -Combat cards for each monster, PC, and special treasure -Beautiful, hand-drawn maps by Beware the Wizard, as well as high-quality digital maps for use with virtual table tops
The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.
At Restwell Keep, you've heard that fortune and glory await those bold enough to brave the dangers of the Chaos Scar, a valley carved ages ago by a fallen star. The same tales warn that this Chaos Scar draws wickedness to it. Perhaps you can help stem this tide... and gain treasure along the way. While the location is a different keep, this adventure is an homage to B2 Keep on the Borderlands(https://adventurelookup.com/adventures/b2-keep-on-the-borderlands)
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it?
For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone. Beneath the lost ruins of ancient Thracia lie the vast caverns of a once great civilization. While a death cult rules the surface, the Minotaur King and his beast men lurk fall below. Descend even deeper into the darkness and discover a lost and arcane world that waits for those brave enough to enter! Necromancer Games and Judges Guild have teamed up to expand and update the classic module Coverns of Thracia for 3.5. Designed for characters of 3rd to 8th level and higher, the Caverns of Thracia is a mini-campaign setting that presents intricate plots and exciting adventures.
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?
For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed foot prints heading towards the marsh. Can you help find the lost and bring justice to the abductors?
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.
Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124
In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in the final stages of construction. But something rings false among the heavenly spheres- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.
Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing