Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…
This is a reclamation of the classic Mexican horror story designed to keep young adventurers wary of their curfews, La Llorona. In this tale, adventurers will face perilous encounters with beings that lurk in the shadows, and uncover what might have happened to drive a woman long ago to transform into a nightmarish legend.
At last year's CafCon we put together this little gem. After locating strange golden scrolls on your previous adventure, you have gotten word that the sage has been able to transcribe them. Much to your amazement, you learn that the sheets lead you to the lost scriptorium! What magic & spells will you discover within the ancient temple of learning?
A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?
Everyone in Moonfern Ford knows to avoid the Tainted Grove, a place of darkness and evil amidst the sylvan beauty of Cormanthor. When a young hunter goes missing in the forest, things in the village take a dark turn. Part 3 of the Elvenflow Saga.
The Final Installment of the Tiddy Mun Trilogy Warning: This adventure is not for the most hardcore of grimdark enjoyers. Do NOT play this adventure if you do not like: Happiness, Joy, Fun, Dancing, Mischief, Maybe a little bit of mayhem, general naughtiness In the third and final installment of the Fennebog trilogy of adventures, the characters will have to brave the land of Fennebog once again. They must defeat violent darklings, negotiate with manipulative pixies and most importantly, meet the demands of a melodramatic archfey. The village of Berribury is in trouble. The characters must deliver an object called the Stranger Stone to the village so they archfey Tiddy Mun can perform a ritual to reverse the flood. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. CONTENT WARNING: Flooding, Manipulation, Deceit, Denial, Entrapment, Alcohol
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
It’s said that “Two’s company, three’s a crowd”, but what happens to those who make their living from adventuring if work begins to dry up and their only rivals are doing a better job than they are? Even heroes have to eat, so when their source of income is taken by others, they have to make some tough decisions. But if those around you don’t much care for you any more, what then; surely those tough decisions are easier to make? From being the stars of the show to last on the bill, the PCs find themselves caught up in skulduggery at every turn and having to decide just who is on their side. Friend becomes foe and those the PCs have counted as rivals may suddenly be their best allies. And in all of this confusion an exiled dwarf challenges their true loyalties; which way will the PCs turn?
It was the kind of night when the moon hides behind a veil of clouds as if it knew better than to cast light on the dirty secrets of the City of Towers. I was drinking in the empty office and thinking that I should quit—leave the city behind and settle on a farm, as far away from here as possible. But then, there was a knock on the door. A letter came. One more job, huh? What can possibly go wrong... Let's gather a crew. In this adventure, the characters need to scout the Noble Mansion during the Silvertide ball, infiltrate it at night, and bring their target to a safe house. But, as with most things in the City of Towers, it is not as straightforward as it appears at first sight. A D&D 5e adventure for characters of levels 3 to 4. This 6 - 12 hours adventure features: • 15 pages full of intrigue and moral ambiguity • Rich narrative and captivating characters with developed backstories • Beautiful custom heist maps • Unique traps, puzzles, and monsters
Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?
This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.
When a harsh winter turns uneasy neighbors into bitter rivals, or worse, Granny Grimsicle sees an opportunity to spread her unique brand of horror in Hrokstead. Short on food themselves and exhausted from their adventures, our heroes arrive in the frontier settlement to find that something is very wrong. Can they get to the bottom of the threat, and make it out alive? This title stands as a one-shot, but also plants seeds for the ongoing Hags of Hoarfrost anthology. It works great as a supplement to Icewind Dale: Rime of the Frostmaiden, or placed into your own homebrew setting, or run as a standalone adventure. This module includes a detailed battle map and a monster token for use on Virtual Tabletops, and player handouts presented as standalone images for easy distribution to your online players.
After a string of successful adventures, you find yourselves reequipping gear in the small community of Tarten. After an unusual currency exchange in the mercantile, the party learns that a group of adventurers had encountered some Goblins possessing old currency belonging to the Co-Tai people. Well, it ain’t grave robbin’ if someone else did for you!
An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.
The Arena of Power is a versatile an variable battleground where player characters can fight player characters or groups can fight their enemies. We all know the PvP functions of video games. They may call “battle royal”, “arena” or “rumble”, but it is always a number of players fighting each other until only one is left standing. And the Arena of Power now gives you a place and some rules to do exactly that with your players. Send them into the arena and find out how well they know their skills. The Arena of Power is composed for 2 – 7 players of level 3 – 12.
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.
This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.
The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror
Once, we were friends. She used her spells to ward our grove against the darkness in the woods. It was the mirror that turned her mind to covetous thoughts; she saw its power and changed. We have kept the mirror safe for an era, but her soldiers grow strong—and now something makes for our tree we cannot repel. If her aberration reaches the grove, the mirror will be hers, and then we will all know what lies at the tip of the wickedest branches.