Characters are ready to make their mark as adventurers and travel to the City of Splendors to begin their careers. Their first job in Waterdeep promises to be a memorable one: a mermaid has hired them to rescue a kidnapped bard and bring justice to the witch who stole her voice.
A sunken ruin deep beneath the bay of Mulmaster holds the key to unraveling the Cult of Glaugrax’s nefarious plans. Dare you brave danger and duplicity to plumb its depths? Part 2 of The Neverdusk Trilogy. A Two-to-Four Hour Adventure for Tier 2 Characters. Optimized for APL 8. The Sequel to Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 2 of "The Neverdusk Trilogy", and continues the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax! Ooze Next? debuted at Lion City Conclave 2019 - a charity convention by the D&D AL Singapore Community. The v1.02 package includes: - Full color cover art by digital artist Lau Shang Hui (NezArt), with additional art inserts for key scenes - A high quality digital map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze Next?
In a cavern lying beneath the surface of the ocean is a series of trials awaiting any heroes who think they are worthy. Come meet the ancient tortoise who wants nothing other than to try out his riddles, partake in the bullywug tournament with such exciting events as Wig-Wag-Woe, and face down the wrath of a mindflayer. Contains multiple uniques puzzles and riddles to give your players a challenge beyond combat.
A Slumbering Serpent Hidden in the thick rainforest of Serpent Isle is a crumbled yuan-ti citadel. These foul snakefolk have been dormant for decades, but have been awoken in order to fill out some foul prophecy. Delving deep into their most sacred temple; Oss’Ithek, is the only way to uncover the dark secret which they hold so dear. Do you have the nerve to face the serpent?
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.
Blackstone Cave was once a smugglers’ lair, but it was cleared out decades ago. Now there are strange noises coming from the cave, and local authorities are afraid smugglers and bandits have taken up operations again. What will the adventurers find? More importantly, will they be able to survive the machinations of the Mad Dragon Priestess? A straightforward dungeon crawl with combat and opportunities for role-playing. The party is tasked with investigating strange noises coming from Blackstone Cave, an abandoned smuggler's lair. They find kobold cultists have moved in, but they're not the average dragon cultists.
The companions find adventure outside Lake-town and are given the chance to discover why even the hardiest of adventurers shun the forest of Mirkwood and its depths. In the process, they go and see Elves, meet a crazed hermit, and stumble into a wood of ancient and angry trees. Published by Cubicle7
A short adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. An all elven guild has taken on a large job for an unknown character. They are doing everything they can to fulfil the contract regardless of who gets hurt in the process. On this short adventure the characters will run into and a foul of the Elven Guild. Can they stop them from finalizing their plan. This adventure includes hooks for additional adventures that can be run after this adventure is completed.
In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.
Bakinqa is not your typical devil. Influenced by human society at a young age he took it upon himself to learn as much as he could about the “pink skins”. When his first meeting with humans results in the death of his father, Bakinqa swears to find and kill the boy responsible. Ten years later Bakinqa has prepared his plans for revenge. He begins experimentation on human werewolves, turning them into slaves and using them to work his way into human society searching for the boy that killed his father, now a man. When local hunters begin to disappear the mayor takes notice and hires the PCs to investigate. The PCs search will take them into the dreaded Dark Wood where they battle werewolves and hybrid devil spawn in search of the manipulative devil Bakinqa.
Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!
A bizarre sea monster has been spotted near Hillsfar. Strange voices visit people in their dreams. Zealots preach about the Great Old Ones’ return. Can you find out the truth before the voice consumes everyone’s sanity? This is a Tier 3 (APL 13) Adventurers League legal adventure set in Hillsfar. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurers League certificate
Agents of evil are attempting to complete a dark ritual in the icy depths of Gloomthrone Citadel, a ritual that would surely spell disaster for the kingdom if completed! Led by the priestess Z'ress Baenre, a coterie of drow have overtaken the abandoned tower and fortified it with their minions. It's a race against time for the PCs to make their way through Gloomthrone's defenses, and put an end to Z'ress and the foul magic she is using.
Descend into the depths of a tomb which has remained undisturbed for decades. However, a few weeks ago, the gears of war started turning, grinding the northern folk to dust. An undead host marches, leaving a trail of destruction in its wake. A decisive strike to cut off the snake’s head might save thousands of lives! Pgs. 16-39
This third installment of the Aumvor saga includes: ● 19 encounters ● Stats for Living Zombies (converted from 3.5e) ● and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. 𝐁𝐞 𝐬𝐮𝐫𝐞 𝐭𝐨 𝐜𝐡𝐞𝐜𝐤 𝐨𝐮𝐭 𝐓𝐡𝐞 𝐓𝐨𝐰𝐞𝐫 𝐨𝐟 𝐁𝐨𝐧𝐝𝐚𝐠𝐞 𝐩𝐚𝐫𝐭 𝟏 “𝐀𝐮𝐦𝐯𝐨𝐫𝐬’ 𝐖𝐞𝐥𝐜𝐨𝐦𝐞” 𝐚𝐧𝐝 𝐩𝐚𝐫𝐭 𝟐 “𝐅𝐚𝐧𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐉𝐚𝐢𝐥𝐞𝐫𝐬”.
This campaign was created as a response to comments from some friends of mine. Though they were avid board game players, they didn’t want to try D&D because it seemed like too much of a time commitment with too many rules to learn before getting started. This campaign uses stripped down characters and a simple campaign, and was made to give them a chance to try it for half an hour on a regular board games night. I’m putting it online in the hopes that other people can do the same with it and expand the community. Inspired by /u/plaintreality of Reddit.
Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga
Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.
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
"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harker’s Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?