Everyone who’s anyone has heard of Starburn Academy. The elite boarding school is famous for teaching students to excel in magic, history, fighting, and anything else a precocious child in the city of Seledor needs to know. But now, one instructor at the school is using his position to carry out a nefarious plot which is at best unethical and at worst deeply dangerous. The only people standing in his way are a mage with an unreliable reputation and the handful of talented children she picked off the street to infiltrate the school and get the evidence needed to take him down. That is, you.
Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.
Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?
Auril's curse may be lifted, but something still has Good Mead in its icy grasp Good Mead is thriving again since Auril's curse on Icewind Dale has been lifted. Recently however, the town's secret protector has disappeared, replaced by a monstrous man that seems dead set to destroy the small town. Can you free the townsfolk from the fearsome and icy grip of this new evil? Unbearable Witchcraft includes: An adventure for 4-5 characters of 5th to 7th level set in Icewind Dale. 3 Frigid maps including a ruined keep on an icy river and an old temple dedicated to Auril. All necessary monster stat blocks, 6 all new including the Young Wight Dragon. Unnumbered maps usable in your favorite VTT.
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
All aboard! An investigation turned Groundhog Day horror mystery, this unique puzzle-like sandbox-on-rails adventure traps your players onboard Cyre 1313: The Mourning Rail. This lightning-rail train and its passengers are stuck in a time loop with no escape, cursed to ride forever in the endless mists of Ravenloft. The PCs wake up again & again, unable to leave the train's time loop until they figure out how to stop it. Each new day in the loop is a new chance to delve into the mystery and stop the forces responsible for the endless cycle. Why is Cyre 1313 stuck in time? How will the PC's escape? Who is the nefarious mastermind at the front of the train? How the players answer these questions is up to them! Product Overview: 37 pages for running a 6 to 9 hour adventure for three to five players of 3rd or 4th level. Time tracking and other systems to create the time loop. High resolution maps of each train car. A complex web of puzzle pieces for PCs to play with. Tips and tools to scale with player level, change difficulty, and add complexity. Suggestions on how to make it your own. Perfect to integrate into your Ravenloft, Eberron, or homebrew campaign! Product created free of AI generated content
Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. A two-hour adventure for 3rd level characters,. Includes the 5th edition writeup of the thoqqua.
Who ever heard of a civilized gnoll? Stories of a secluded valley full of peaceful gnolls have been swirling for years, the occasional nonviolent encounters dismissed as tall tales or unique oddities. Now you are about to discover these gnolls for yourself. The rumors are true...but the full truth is a secret more terrible than anyone knew. A sect of the tribe maintain the magical peace by a terrible ritual sacrifice--not of blood, but of memory. The gnolls who undergo it become Forgotten, losing their identity and becoming a stranger to the clan who once knew and loved them. What is the truth behind the valley's protection? Will the gnolls be allowed to continue living in peace? Or will their only hope become Forgotten?
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
"Fishing for Gods in Strade's Gallows" is a Dungeons and Dragons 5e module designed for 3-5 players at levels 2-3. This module features NPC dynamics where cordial manners and a polite smile matter just as much as sword-swinging prowess. Original monster entries and dungeon maps can be found in the appendices. A medical shipment to the swampy town of Strade's Gallows takes a turn for the eccentric when the party happens across enigmatic shrimp-men who begin to worship them as gods. Can the party solve the mystery of Strade's Gallows' ailment, or will their new disciples botch it all up? This module includes a list of songs which convey the mood of the setting. They are all online so it's easy to make a playlist.
The party makes their way into a small mining village by the name of Skalintown. They quickly realize that the people here are terrified, hiding behind closed doors and peering out through boarded up windows. A gang of criminals that call themselves The Calamity have promised to destroy the city and everyone in it if they don't receive a tribute of twenty thousand gold by the end of the week. This is a poor town and even with everyone's wealth combined, it doesn't come close to that value . . . but they are fighters. Perhaps all they need to hold back these invaders is some help. The deadline is four days away and the closest town that would be able to help is three days travel one-way. Skalintown tried to reach out for aid, but no one cared enough to risk their own lives to help them. Now they must rely on your players for help. The party will need to rally the townsfolk and strategically decide how to prepare for the assault. Do they dig trenches to trip up enemy wolves, do they train the townsfolk to use crossbows, or perhaps they create explosives to detonate when the bandits make it into the city? Each of the party's decisions affect the final battle and means that every group will have a unique experience in their fight against The Calamity. This adventure is heavily influenced by the traditional Wild West shootout. Try to capture that feeling for your players by playing music of that era, in the way the townsfolk act and speak, and the way the town itself is operated. There are thousands of different options for the fight and if your players play their cards right, they make quick work of the gang and earn a pretty penny while they do so.
The trouble began several weeks ago when a duergar excavation team went to work in a long-abandoned temple. Drawn to the temple by stories of riches and artifacts, the duergar hired several giants as laborers before cracking the temple’s sealed doors. The largest of the giants, a loathsome Thursir mutant named Huppo, used his acidic vomit to expedite tunneling into the temple’s collapsed hall of worship. Then, Huppo found the horn—an unusual instrument made from a single piece of stone, with a mouthpiece so intricate only a master carver could have made it. The horn became the giant’s obsession. Seeing only the horn’s potential sale value, the dwarves demanded Huppo turn it over to them, but Huppo refused. To force compliance, the dwarves stopped feeding the gluttonous brute, but Huppo had already found his own source of food; in deep areas of the temple, worms were chewing out of the rocks, and Huppo ate them by the fistful. He also played the horn. Then, after several days of blowing the horn and devouring the strange worms, Huppo released a belch so noxious the dwarves had no choice but to lock him in a sealed chamber and carefully consider their next move. The horn’s call, however, had caught the attention of passing nomadic orcs. They set up camp outside the temple entrance in the hope of finding the horn and its player. That’s the current situation at the temple: the giant refuses to stop blowing the horn and belching out deadly clouds of stomach gas; the dwarves are frightened and edgy while their leader is obsessed with malevolent whispers; orcs are threatening to overrun the place; and the population of worms grows steadily as something awakens deep in the stone beneath the sanctuary of belches.
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?
In Par2 - Patrician Stronghold, the base defense of the nation is discussed in detail. For decades the protective ring of fortresses has protected the country from outside forces bent on overthrowing it. This offering explains the general overview of the consistently made fortifications as well as giving a low-level adventure to explore a deserted one!
Take down a brutal crime boss in this one-shot heist with hijinx and heart. Explore Umizu, a seedy coastal steampunk city-state inspired by pre-modern Japan. Umizu is a Radiant Citadel locale that never got a full adventure--until now! Out of Luck features a cursed tanuki statue, a baby’s birthday party, and a steamboat fireworks battle! This one-shot includes everything you need to run a memorable caper: - Full-Color VTT-compatible steamboat bathhouse maps (DM and Player versions) - 8 Hand-drawn portraits and tokens for monsters and NPCs - Player handouts, a suspicion tracker, and three new stat blocks - Compatible with the Radiant Citadel or the Golden Vault; run as a one-shot or as part of a campaign - Thoroughly playtested and reviewed; over 30 players and DMs have gone through the adventure - A printer-friendly version Synopsis The Independent Merchants of Bright Moon Pier are sick of the Safe Oceans Society’s protection racket. After negotiations turn violent, the merchants opt for subterfuge. They hire the characters to infiltrate Boss Yashima’s birthday for her infant daughter and trick Yashima into accepting a cursed artifact, the Idol of Misfortune. Will this be a clean caper, or will the characters find themselves out of luck?
The Clockwork Queen and the Dame of Dirt have been fierce rivals for years--but a brazen abduction sees the situation escalate dangerously. To put matters right, the party must scale an ever-changing clockwork tower full of weird magic and mechanical mayhem, and attempt a daring rescue!
An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.
"An ancient curse has fallen over the righteous Kelemvor's Dead House! Among the infested corpses, a mystery awaits to be solved." Flowers in the Dead House is a 3-4 hour urban adventure for 1st-4th level characters. Adventure features: - A mystery-centered urban adventure. - A setting-neutral proposal, with guidance to play it in Baldur’s Gate or Waterdeep - Scaling guidelines for Average Party Level (APL) - A new item (Kelemvor’s gas mask) - A new creature (Primordial vengeful spirit) - Digital maps for each area with a printer friendly version
Evil is stirring in the tiny village of Akeley - an evil that reaches out to minds that drift through the inky void between the stars. However, not all that comes from the skies comes with malice. A band of rather unusual warriors have are resolved to deal with the infestation before it can spread, though they cannot conquer it alone. Perhaps it’s blind chance that brings together the players in this strange and terrible drama, or perhaps it was written in the stars long, long ago. Note: This adventure is intended to work with Mordenkainen's Tome of Foes, and requires a copy of the book to run succesfully.
Een gevallen ster inspireert moed! Samen met de jonge priesteres Volana zullen helden een spannende tocht ondergaan waarin kracht, kennis en geloof een hoofdrol spelen. Onderweg krijgen ze te maken met sluwe vijanden, unieke bondgenoten en een duistere macht welke de vonk der goddelijkheid maar moeilijk kan weerstaan. Word een groter deel van het avontuur dankzij deze mogelijkheden: - Begin jouw legende: drie nieuwe subclasses voor fighter, cleric en druid - Aspectgeborene: een nieuw speelbaar ras met een elementaire connectie - Maanzeiler en Zandklauw: twee aan Padkust unieke backgrounds voor spelers - De stad Padkust: gedetailleerde informatie over de stad en zijn leiders - Magische voorwerpen: bekende maar ook unieke schatten om te verkrijgen