A quest to aid the Knights of the North, who have been overrun by a tribe of orcs, results in a group of 1st level characters learning everything there is to know about the basics of Dungeons and Dragons. This low-level adventure will use EVERY saving throw, ability score check and skill check, and goes over conditions, environments and different actions a player can make in combat.
A gnome tinker summons the heroes to his workshop, but before he can explain his request a vengeful fey creature arrives and disrupts the meeting. Estimated play time - 1 hour. This product contains a combat encounter designed for 4th level PCs, an extensive backstory, detailed NPC descriptions, new monsters and new magic items. Easily adaptable to almost any campaign setting. This side trek encounter is the first of a three-part Fey's Bargain encounter series.
Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.
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.
Below the streets of Waterdeep a new gang of goblins have moved in and have started stealing anything and everything. It now has become incumbent on the characters to go into their lair and deal with this rogue band of goblins.
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
Lycanthropy or Misanthropy? When the moon shines brightly, someone – or something – is stalking the streets of Timbertown. Can the heroes figure out who – or what – and settle the matter before panic breaks out?
Locals on the edge of a mountain range are being harassed by brutal monks and their giant tiger pet. Travelling into the hills, the players find the hidden monastery of the Burning Tiger: an evil order of monks that only respect strength. To end the threat, the players must undergo 4 life-or-death trials to test their mettle. But not all is as it seems in the monastery. Can the players unravel the mystery, and survive the Trials of the Burning Tiger? Based on an encounter for 3.5th edition D&D written by Eric Cagle for Wizards of the Coast.
In the kingdom of Minoxia, the dragon Oxitorus rules the people with a disease his breath causes. A rebel approaches you and implores you to investigate a lead he has on a cure. The travel through Minoxia's swamp will be difficult, and you can't trust anyone, as the tyrant's spy network has roots everywhere. What will become of you, even if you succeed?
Something is killing people in Palebank Village, and if the party does not stop it they could be next.
Adventure, danger and a decent dose of downright weirdness erupt when the party’s attempt to grab a rare afternoon of downtime is interrupted by a frantic sheep equipped with a Scroll of Speak to Animals. Soon they are dragged into a magical grudge match that will test their strength, courage and willingness to endure extremely baa’d puns. Will our heroes be able to overcome a band of transmuted assassins on the hunt for a mutton dinner and fend off an extremely bitter ex-apprentice packing a dangerously unstable magic item? There’s only one way to find out… A free adventure from DMs Guild bestsellers Winghorn Press.
After hunting for the Pirates of Ebor along the coastline, you witness a strange event. A great colossus is seen as you travel along the coastline and you are informed that it is the “Artifact at Gegios”. As you put into port, you make inquiries and decide to investigate further, after all, an artifact is usually useful! Is your party strong enough to uncover the truth of this legend?
After your ship crashed onto a small island you and a few other survivors quickly discover you're not entirely alone. There are creatures slithering in a nearby cave, taking everything they can from the wreckage as they hunt for something. With no other way out, you'll have to trek through the Sahuagin camp, rescue any other survivors and find other means of escaping the island before all is lost.
Modrons, Mephits & Mayhem is a Dungeons & Dragons 5E tier 2 adventure for three to five characters of levels 5-8. It is primarily set in a modron-designed research facility that has been abandoned by its creators but retains guardians that are still active. Additionally, two groups have broken into the facility with their own goals in mind; the githyanki and their red dragon cohort are antagonistic and provide the main source of combat in this adventure, while a modron traveling with a few mephits may prove friendly although ultimately troublesome. Inspired by adventure games in which the protagonists explore baroque, esoteric technological fortresses, and seeded throughout with factions that sport competing and often bizarre goals, Modrons, Mephits & Mayhem is sure to test the mettle of any group of players, and will provide endless amusement for Dungeon Masters seeking something different from the typical hack-and-slash dungeon crawl. This 70-page adventure features: *Two wilderness areas, random wilderness encounters, and a massive, interlinking 3-level dungeon filled with bizarre puzzles. *Ancient machinery powered by elemental portals, all of which can be activated, turned off, or manipulated by the player characters and the various factions within the modron facility. *Planar creatures like githzerai and githyanki, modrons, mephits, and elemental guardians, skillfully placed into the High Moor area of the Forgotten Realms setting. *Monsters and NPCs that have detailed (yet easy to run!) personalities and goals that will provide tons of roleplaying opportunities. *Notes and sidebars on running the NPCs with added complexity, or simplifying the NPCs' motives to make the adventure more straightforward. *Tactics notes for every single encounter! *An appendix that features all monster stat blocks, and both tagged (DM) and untagged (Player) versions of the dungeon maps. *Wilderness hex map by Elven Tower Cartography! Three interlinked dungeon levels by Dyson Logos...and one of them is a flying fortress! Cover art by Patrick E. Pullen!
Your investigations into weird occurrences in Waterdeep's Field Ward leads you to the source of a disease that suddenly breaks out. You are the only ones who know of the cure, but you won't be able to procure it if you remained quarantined like the rest of the ward. The clock is ticking for you and your allies.
The village of Bad an Fithich is besieged by a monster and the villagers offer a reward for its head. Thus far none have succeeded, but the tales tell only of a large wolf, which seems like an easy bounty. The party’s first night in the village is marked by the cry of a banshee proclaiming their inevitable doom, but if they listen closely they may hear another story. Pgs. 119-127
An atmospheric one-shot adventure set in a dark forest for one-on-one or parties of level 5 or 6. There are two new sidekick classes, NPCs, and leveling tables included with handouts for your player! In this adventure, the characters gather information in the small village of Redvale on the outskirts of the Blackwoods Forest. They go into the forest in search of Adelle, a druid whose other eleven Circle members have disappeared within the last year. Inside the forest, they discover several undead beings, including a wood woad, who guides them to Adelle. She and her Circle learned a year before of a sorceress’s plan to extend her power beyond the forest, a death sentence for the village of Redvale and the lands beyond. Adelle is the last one left. Adelle is suspicious of the party at first, but she might help them get to the center of the forest to investigate the dark sorceress and try to put a stop to her destructive plans. This adventure sets a mysterious woodland ambiance that lends itself to an immersive one-shot experience! This Adventure Includes: -Full one-shot adventure for levels 5 or 6 -Two sidekick characters (or DMPCs) with handouts for your player -Two new sidekick classes and unique leveling tables: the archer and the Circle of the Phoenix druid -Mechanics for running a sidekick -Beautiful art -Well-rounded NPCs -Two custom NPC stat blocks -A new custom creature and -Two custom magical items
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
The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.