๐๐จ๐ฐ ๐ฐ๐ข๐ญ๐ก ๐๐ง ๐ข๐ฅ๐ฅ๐ฎ๐ฌ๐ญ๐ซ๐๐ญ๐ข๐จ๐ง ๐๐ฒ ๐๐๐๐๐ ๐๐๐๐๐๐ ๐๐ง๐ ๐ ๐๐๐๐๐๐๐-๐ ๐๐๐๐๐๐๐ ๐๐๐๐๐๐๐ ๐๐๐! ๐๐๐ ๐๐๐๐๐๐ ๐๐๐๐๐ ๐๐ ๐๐๐๐๐๐๐ is a fifth edition (5E) conversion of the ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first ๐&๐ ๐๐๐ฌ๐ข๐ ๐๐๐ญ, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by ๐๐ซ. ๐. ๐๐ซ๐ข๐ ๐๐จ๐ฅ๐ฆ๐๐ฌ from the original 1974 D&D rules written by ๐๐๐ซ๐ฒ ๐๐ฒ๐ ๐๐ฑ and ๐๐๐ฏ๐ ๐๐ซ๐ง๐๐ฌ๐จ๐ง. Holmes advanced the "Sample Dungeon" concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower. An adventure for 1st to 2nd level characters; four pregenerated characters are included. Also includes ideas for using it as an adventure site in ๐๐ก๐จ๐ฌ๐ญ๐ฌ ๐จ๐ ๐๐๐ฅ๐ญ๐ฆ๐๐ซ๐ฌ๐ก. ๐๐๐๐: Using this conversion requires a copy of the original dungeon found in the (1977) Basic D&D rulebook. However, Wizards of the Coast has provided a free pdf of this dungeon since 2008 on their website, see the first page of the pdf for the link. ๐๐๐๐๐๐๐๐: Introduction, page 2 The Setting, page 3 About the Dungeon, page 4 Dungeon Master's Map, page 5 Areas of the Dungeon, pages 6-13 Appendix A: Further Reading, page 13 Appendix B: Dungeon Factions, page 14 Appendix C: Portown Rumors, pages 15-17 Appendix D: Use with Ghosts of Saltmarsh, pages 18-19 Appendix E: Pre-generated 1st level characters, page 20 ๐๐ง๐๐ฅ๐ฎ๐๐๐ฌ ๐ญ๐ก๐ ๐๐จ๐ฅ๐ฅ๐จ๐ฐ๐ข๐ง๐ ๐ง๐๐ฐ ๐ฆ๐จ๐ง๐ฌ๐ญ๐๐ซ๐ฌ, ๐๐๐๐ฌ, ๐๐ง๐ ๐๐๐ ๐ข๐ ๐๐ญ๐๐ฆ๐ฌ ๐๐จ๐ซ ๐๐: Cleaning Cube, Veteran Smuggler, Thaumaturgist, Monstrous Sand Crab, Lemunda, Monstrous Rat, Brazen Head of Zenopus, Verminslayer Longsword, Lesser Wand of Petrification, Scroll of Stone to Flesh The Ruined Tower of Zenopus was featured as part of the "D&D Classics" column in Issue #32 of Dragon+ magazine! Go to ๐๐ซ๐๐ ๐จ๐ง๐ฆ๐๐ .๐๐จ๐ฆ or find the link on the Wikipeda page for Dragon magazine. ๐๐๐๐๐๐๐: Original Dungeon: J. Eric Holmes Conversion, Added Content & Cartography: Zach Howard Content Review & Editing: Scott McKinley Interior Art: Chris Holmes (โOctopus Attackโ, page 9) Cover Art: โItalian Coast Scene with Ruined Towerโ by Thomas Cole, 1838. Open Access Image from the National Gallery of Art at images.nga.gov Format: Derived from the โAdventure Template for Open Office/LibreOfficeโ by Dale Robbins on DMs Guild Dungeon Maps drawn using the application Gridmapper by Alex Schroeder
The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.
Your expedition to the wastelands proved fruitless until you came across a group of Bedouins. The locals report that they may have found a tomb hidden below the swirling desert sands. Intrigued, you and your group examine the site unaware that you are about to stumble into the deadly Gonnagetcha Tomb!
Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13
A lost island, a magical pillar, the promise of lost treasure...what more could intrigue adventurers? The history of Torusak is filled with interesting events but when a hurricane actually made it into the Grona Bay and destroyed cities, more questions than answers have presented themselves. Is your group ready to investigate this "magical pillar"?
Not every journey follows a simple road, and some groups find themselves needing to take the path entirely untraveled to reach their next destination. There are rumors of a treasure deep within the forest, but no one has made it out alive to recount their tales. Compelled by the prospect of a quick journey and the chance of treasure, the party decides to risk a journey through the forest. Little do they know that their chosen route is ruled by a trio of lilitu, who are eager to play with the new toys walking willingly into their grasp. Wits, wiles, and wind hide in the forest, and the lilitu are eager for amusement. This adventure is intended for 5th level characters but can be scaled up or down. It is setting-neutral, and can fit into any published or homebrew location. This is intended as a puzzle-based adventure but could be used as a combat encounter. Pgs. 129-135
A Welcome Scourge is a murder investigation for a party of 8th level characters. It takes place in an outpost town called Newfort, but you can easily adapt the adventure to your own setting. "There have been several high-profile vampire murders in Newfort, but the locals seem to be fine with them - probably because all of the victims have been infamous and despicable. It is up to your heroes to glean clues from around town, track down the vile creature, reveal a foul conspiracy, and beat out competitors hunting for the same bounty."
Elmwood village has had its fair share of corruption and destruction, and the villagers wonโt take anymore, not even from fearful hags. Manipulation, lies, and greed are at the heart of their woes, but what if the rumors about hags are wrong? What if the most untrustworthy person is the one the villagers trust the most? Can the party sift the truth from this appalling morass and put an end to the threat?
The Hidden Oasis-Temple of Thoth brings the characters to a hidden temple of Thoth, god of knowledge, magic, and travel, where they are confronted with a force of invading extra-dimensional locust creatures and the chance to get their hands on an ancient artifact. What band of heroes could resist the challenge?
The ancient forest known as the Wildering Woods has a reputation for confounding those who dare venture through it. When a series of unusual events befall a nearby lumber camp, the player characters are asked to seek out a mysterious wizard rumored to reside within. As the adventure unfolds, it soon becomes apparent that big trouble awaits them inside the forest. What's included: 1 fanciful adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 custom creature statblocks with clickable links for quick access Content Warning: Violence, death, abduction around the Wildering Woods, a fey-inhabited forest whose residents are being terrorized by a delusional hill giant who believes he is a wizard.
The first Filbar 5th Edition adventure is titled Jeopardy Caverns. This adventure can be used in the new D&D edition or the earlier editions as each stat block is presented. This introductory adventure pits a group of new adventurers ready to go out into the frontier to make a name for themselves. For the 5th Edition version this adventure can act as a gateway from new to 3rd or even 4th level for advancement and is set in an area of humanoid caves.
When her father goes missing, a young adventurer has no other choice than to gather her friends and head for the city of Loudwater. Soon after she gets swept away in an obscure design threatening to drag the entire region into chaos and war. At the heart of this mystery, lies not only her father, but the long-forgotten history of her once-despised family and a primordial beast influencing events from the shadows, moving her family like pieces on a chess board. Visit www.perfumersdaughter.com for more information. You can also address me directly on The Perfumer's Daughter Q&A on Facebook. All battlemaps and dungeons are free to download for use in digital platforms (such as roll20) on the aforementioned site.
"I was taken by the evil dogs while camping near Agav's bog. They dragged me into their lair, and it wasn't until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. They chained me in the dark with a candle made from foul wax and forced me to dig at the marrow. Their bonds were poorly made, and I fled several days later while they slept. What purpose did they have in mining that marrow? I cannot say..." The Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. The kobolds defend the area fiercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. The urds live in the deep reaches of the wing's tips.
Beyond the western mountains, the orcs generally kept to themselves. Over the years they built their civilization. They enriched themselves through magic and music, and followed a doctrine of peace and acceptance that was empowered by the dangerous mountain range on one side and the swirling seas on the other. Their quiet society was shattered when a djinni named Hasteth was summoned by their elder mages. Hasteth was a creature of pure evil and perverted the wishes that it granted. In time, the orcs were able to trap the djinni within an enchanted ceramic jar called the Annihilation Hold, but not before their entire way of life was torn asunder. Many centuries have gone by and the orcs are scattered to the wind, with few recalling their proud nation. The hidden complex containing the Annihilation Hold has been discovered. Tales of wealth and magic fill the rumors the adventurers overhear. Will your adventurers brave the hazards inside to claim the riches?
After a successful mission for Earl Phenwick you return to receive your accolades. Upon your arrival it is discovered that the earl's child is missing. His daughter was last seen around a mirror of unknown power and an advisor believes that she may have made her way into a different world via the magical portal. Time to put on your hero hats!
"Doom Croaker's Branches" is a lindwurm lair suitable for four or five 4th level characters. This adventure can be completed in one session.
As the fledgling adventurers continue their movement throughout the area they begin to head towards the bustling Port City of Kak. To get to there from the Dyโoe Grasslands the party will need to navigate a river running along an overgrown section of the frontier. After obtaining the services of a strange riverboat captain the party heads down the river and into adventure! Between the wildlife, a mysterious old temple, and river pirates the party discovers getting to Kak is easier said than done!
There is little time to celebrate the victory at the Well of Dragons. The Lordโs Alliance believes the Cult of the Dragon has a stronghold in Calimport, the home of vanquished cult leader Severin Silrajin. To find the secret stronghold, the heroes must explore the Palace of the Red Pasha in the cityโs Wizardโs Ward. Can they unravel the cultโs next insidious plot? This is a Dungeons and Dragons adventure for characters of Level 16, springboarding from the events in The Rise of Tiamat in the Tyranny of Dragons storyline, although it can also be played as a stand-alone adventure.
The village of Saxham has been struck by a terrible curse! Or perhaps itโs being terrorized by demons, ghosts, and the undead? Orโฆ was there a terrible storm? Maybe? No one seems to know exactly what happened here. But the villagers are terrified, bizarre monsters roam the forest, and strange lights strike the woods every night at midnightโฆ ADVENTURE TYPE: Small Sandbox Mystery DESIGN NOTES: This adventure includes a small village, several wilderness areas, and a simple network of tunnels to explore. Each area contains various encounters and unique magical items. There are many opportunities for combat, but it is possible for players to explore every area and complete every interaction without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, original creature stat blocks, original treasure/items, area overview map, and illustrations. Produced by Dungeon Age Adventures
Penchant for Adventure โ 4 is the solo adventure for a 4th level character. This scenario can be used for the PC to obtain a โspecialโ item that they want. Originally used for a paladin to get his warhorse, the adventure can be tailored to suit the needs/wants of a specific PC. Like all the Penchant for Adventure settings the adventure takes place around the small community of Penchant. Not all of the businesses are in focus for the adventure although details can be feathered in as you need.