What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
Lair of the Frog King is a short adventure for five 1st-level characters that takes place in an ancient castle. The river—which used to flow around the castle and fill its moat—has diverted over the centuries, and now what used to be fertile farmland is marshy bog. What’s more, the swamp has claimed the castle itself. A tribe of bullywugs settled in the muddy former fortress, and use it as a base to raid nearby farms. Can the newly-minted heroes stop the bullywug menace? Find out in Lair of the Frog King!
The Forge of Fangs has been located in Vanrakdoom. While many innocents have been saved from an undying fate, the forge remains. Artor Morlin would like to see it torn to the ground and the threat ended forever. Part Three of the Undying Threat trilogy. Optimized For: APL 13
Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard’s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.
𝐓𝐡𝐞 𝐟𝐢𝐫𝐬𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The PCs have escorted a trade caravan to the dwarven stronghold of Nirzumbil and are preparing for a boring trip home. But what is that sound of horns in the distance? And why are the dwarves closing the front gates to the mines? This is an adventure for 2nd level PCs. It is the first in a series of adventures detailing on orc uprising against the dwarves with sinister implications. Includes a 5th edition write up of the Dread Warrior, an undead that previously appeared in Monsters of Faerun.
Bountiful harvest abound! Come to the wonderful town of Kukurbi and enjoy the festivities, as Highharvestide is upon us! But all seems too gourd to be true! We guarantee you there’s nothing odd or sinister in this mischievous mini adventure! You butternut wait and hubbard right in! This Dungeons & Dragons mini adventure for 1st level characters comes with: • nine pages of content written by Alex Clippinger & Florian Emmerich • stunning art by Raluca Marinescu • a wonderful map of the town Kukurbi drawn by Erin Harvey, with a DM and Player version • two new monsters to squash (your party)
You have been sent to be an envoy for your country to a desert nation recently created. The area is known as a bandit haven and the new ruler ascended due to his overthrow of the others. As you open dialogue, Frito, the new leader, is willing to accept a trade agreement if the party resolves a few renegade issues for him. Designed for four, fourth level PCs!
Kind words and a scrap of paper are enough to lead you off on an adventure into the hills. You and your party have opted to follow the clues leading to a fabled Talisman of Otek lost years ago in an old dungeon. Your benefactor has warned you that some cultists are actively seeking the item and hope that the “heroes in the making” will obtain the item before the nasty fanatics get ahold of it and use it for nefarious purposes!
The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.
The shrine on the edge of town has been little more than a landmark for generations – but now eerie runes have begun pulsing across its surface, and rumour has it a dark force is growing. Now the party must investigate the threat, and destroy whatever lurks inside the Hall of Lament once and for all. The Legend of Zelda meets Hellraiser in the latest adventure from Chris Bissette, creator of Bulette Storm! Breaker of Chains is a 4 hour old school adventure, featuring tricks, traps, exploration, traps, and ritual sacrifice. Never again will your players waltz into a dungeon convinced that you aren’t willing to kill them in new and horrible ways! Published by Loot The Room
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
A genius inventor - Anthony Karstark, founder of the "Karstark Inventions", has recently reached a new level of reclusiveness, when he stopped showing up at his company events. A concerned friend and employee, Holly Amberfell, hires an adventuring party, to figure out what happened to him. As adventurers enter and explore the quarantined manor of the great inventor, they have to deal with his mechanic inventions, figure out minor mysteries of past and present, and finally - face Anthony himself, changed by a strange disease into a Slaad-spawn. Guesting at Artifice Manor is an 8-10 hours long mystery and exploration adventure, that should roughly take two playing sessions (or can be squished into one - suggestions on how to do it are inside the book!). It is optimized for 4 to 5 characters of 8-10 levels. This adventure can be used to kick-off a campaign, exploring the origins and history of Slaads.
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
This single page, single player adventure introduces a new adventurer to the exploration life! Despite reservations by their family, the young PC opts to head to a nearby town to begin their career. The road to Remus is blocked thanks to a raging river but there was a shortcut that could be taken…
An unusual pirate outpost on a small island is causing big trouble for the residents of coastal towns in more ways than one. A Minotaur clan have recruited outlaws and formed an alliance with Sahuagin in order to establish a pirate outpost on a formerly abandoned island and have begun raiding up and down the coast...
This module features 5 locations ready to be put in any D&D 5e game. It features these 5 locations: - An old warehouse (lvl 1) An old building occupied by a gang of Kenkus that are trying to build a mechanical way to fly. - Ruined Sanctum (lvl 2) A decayed temple lost to time, some decades ago it was breached by some blights and they still use it as a resting place and a trap for adventurers. - The Lunar dove (lvl 3) A small and secretive brothel used by the elites. Unbeknownst to them, however, the Owner spies and hoards secrets to use to their advantage. - Cave of Mending (lvl 4) A cave with a magical healing lake, protected by a Druid that uses it to heal the wildlife from the surrounding area. - The temple to Xotarr (lvl 4) A hidden temple to an evil God where the cultists partake in calculated sacrifices.
The heroes’ journey is finally at its climax. The evil god Tunkorl has just been freed from his prison and only the strongest and bravest mortals of the realm can defeat him before he regains full strength and throws the world in another dark age. However, the ultimate final fight will not be as straightforward as it seems when the party becomes trapped in a time dilated cross section of Carceri, struggling to get back to the real world and finish the job. Escape the Labyrinth is D&D 5e mini adventure for 3-7 characters of 20th level. This adventure is designed for a single 3-hour session which can be part of a special event, the end, or beginning of a campaign. The heroes go between fighting the big bad evil god (round by round) and trying to escape the mutliple layers of the Labyrinth of Futility a space-time dilated cross section of Carceri.
A 5E adventure, Heroes of Green Hollow centers on an idealistic figure named Ler Dolis, and the community that has come to treasure him in his twilight years. They seek the help of a band of adventurers to dissuade mysterious raiders scouting the village. However, everyone finds themselves in over their heads when these raiders turn out to be only a small part of an army of well-trained mercenaries. Players must recruit allies, heal local wounds, and confront the looming threat- all while they reckon with the brutality that lurks inside and out. Heroes of Green Hollow is a D&D adventure that asks what it costs to leave a lasting legacy of goodness, and challenges players to recognize the consequences of drawing their sword. ◆ Difficult choices lead to completely distinct events and outcomes ◆ Guidance for creating characters with deep ties to the story ◆ Powerful DM tools for customizing the adventure to player preferences ◆ Low on prep time, high on drama and big narrative moments 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰… • Is an all-new campaign book for the D&D 5E system. • Designed for parties levels 3-5 • 200 pages long. • Features over 17 original full-color painterly illustrations and 11 new custom full-color maps • Includes a range of specialized character backgrounds and story hooks to help DMs integrate their parties deeper into the story. • Tools and tips to support new DM's running their first full campaign. 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰 𝐢𝐬 𝐚𝐯𝐚𝐢𝐥𝐚𝐛𝐥𝐞 𝐨𝐧 𝐃𝐌𝐬𝐆𝐮𝐢𝐥𝐝.𝐜𝐨𝐦! 𝐖𝐚𝐧𝐭 𝐭𝐨 𝐭𝐫𝐲 𝐛𝐞𝐟𝐨𝐫𝐞 𝐲𝐨𝐮 𝐛𝐮𝐲? 𝐘𝐨𝐮 𝐜𝐚𝐧 𝐬𝐜𝐨𝐩𝐞 𝐨𝐮𝐭 𝐚 𝐟𝐫𝐞𝐞 𝐩𝐫𝐞𝐯𝐢𝐞𝐰 𝐡𝐞𝐫𝐞! https://green-hollow.com/preview/ 𝐏𝐫𝐚𝐢𝐬𝐞 𝐟𝐨𝐫 𝐇𝐞𝐫𝐨𝐞𝐬 𝐨𝐟 𝐆𝐫𝐞𝐞𝐧 𝐇𝐨𝐥𝐥𝐨𝐰: “Green Hollow is an amazing adventure that hopefully paves the way for more of its kind. It seamlessly blends traditional adventure design with immersive story mechanics reminiscent of CRPGs such as Mass Effect. Each choice the players make has meaningful and mechanically explicit implications on what is yet to come. Because of this the adventure has a “next gen” feel to it, making the overall storytelling experience feel more collaborative than ever. I can’t wait to see its release!" Scott McClintock, (𝐃𝐨𝐨𝐦𝐞𝐝 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬: 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐆𝐚𝐳𝐞𝐭𝐭𝐞𝐞𝐫) “Green Hollow is so comprehensive and has so much to support DMs at the table. Some good examples include strong NPC dialogue, interior and exterior descriptions, DM Tips, and sidequests which make navigating the information easy but all give guidance in how to run this campaign. This also comes into play with the Combat tips. A powerful monster’s stat block can be quite daunting but the team have worked well to create easy to read guidance. This is definitely worth a look, I know I’ll be pinching a heap of this stuff for my games.” Stuart Watkinson, (𝐓𝐚𝐬𝐡𝐚’𝐬 𝐂𝐫𝐮𝐜𝐢𝐛𝐥𝐞 𝐨𝐟 𝐄𝐯𝐞𝐫𝐲𝐭𝐡𝐢𝐧𝐠, 𝐂𝐚𝐮𝐠𝐡𝐭 𝐚𝐭 𝐭𝐡𝐞 𝐂𝐫𝐨𝐬𝐬 𝐊𝐞𝐲𝐬) “We all know D&D is, at its core, a monster fighting game. Matthew and Ryan have taken a different approach with Green Hollow to encourage the characters to fight for peace. A well-developed set of NPCs frame the action, allowing for GMs to easily dive into roleplaying them. Guidelines within the adventures take into account numerous responses by the characters, giving Green Hollow the feel of a vibrant, living world.“ Alan Tucker, (𝐈𝐧𝐜𝐫𝐞𝐝𝐢𝐛𝐥𝐞 𝐈𝐭𝐞𝐦𝐬, 𝐀𝐩𝐨𝐜𝐚𝐥𝐲𝐩𝐬𝐞)
An original Valentine's Day-themed one-shot adventure designed for level 4-5 characters. SUMMARY The city of St. Valentine is home to Dante's Casa di Dolci, a world-renowned bakery — and tucked within the bakery is the entrance to a secret labyrinth, created by a mischievous, merciless god. Every February, an unsuspecting resident from St. Valentine is pulled into the maze. Some return after years spent in the labyrinth, but most do not. When Dante's beloved wife, Simonetta, is pulled into the labyrinth, he must enlist the help of adventurers to get her back. The journey that follows is one of strange doors, riddles, and dangerous creatures that lurk among the hedges... DETAILS 2-4 hour session for 3-6 players Play-tested material Original NPCs and locations Diagrams and NPC stats 19-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtag: #LabyrinthOfThorns
You are hired by a mine operator to retrieve the mine's gnomish engineer who has barricaded himself in the mine's lower reaches. But there's more going on than just a crazy gnome and his robots sabotaging the mine. You'll need to explore the forest, build alliances, and brave a rollercoaster ride on a mine cart to get to the bottom of this adventure (pun intended). This is a gamebook-style solo adventure that you can play in your browser. You make a 2nd level character sheet, roll your own dice, keep up with your inventory, spells, and HP, and are on your honor to be honest. It's all text-based with some public domain illustrations, and you click on options as you make decisions and roll the dice.