An original one-shot adventure designed for 3-6 level 3 characters. A DMsGuild bestseller! SUMMARY: In the city of Ibrido, locals enjoy a life of splendor and frivolity. Every week, a lavish party is held at the Castel di Maschera, hosted by the Marquis di Maschera, Prospero, who has a reputation for being a generous party-thrower and avid patron of the arts. Receiving an invitation to a Marquis di Maschera party is coveted, and those who enter his social circle never leave it. But the Castel di Maschera holds many secrets. When a strange, hybrid creature — half bird, half man — is found brutally murdered in Ibrido’s city square, tattooed with the Marquis’s signature symbol of two masks, rumors have begun to spread throughout Ibrido that something more sinister may be occurring. Did a Marquis di Maschera party simply get out of hand, or does a real danger threaten the inhabitants of Ibrido? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Original maps Printable cards Scalable combat difficulty 22-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #ANOMAM #NightOfMasksAndMonsters
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
The town of Phandalin, nestled in the foothills to the east of the Sword Mountains, continues to grow since being rebuilt after the devastation wrought by rampaging orc hordes. It recently survived violent gang activity, drow machinations, and even the attention of a green dragon. But can it withstand a new threat, bizarre but no less perilous: the fame brought by a visit from none other than loremaster Volothamp Geddarm? Six 1-Hour Mini-Adventures for 1st-4th Level Characters. Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.
The Land of Ash and Smoke. Once a hellish landscape of volcanic activity, now a nightmare region that hosts one of the scattered Soulmonger fragments. The fragment’s burgeoning power attracted the attention of the Red Wizards of Thay and, thankfully, adventurers who are willing to risk life and limb to keep the fragment from these vile arcanists. Can you reach the fragment before the Red Wizards make off with it? The hunt is on. Part Two of the Broken Chain Series. A Four-Hour Adventure for 17th-20th Level Characters
This fast-paced action adventure is intended to be played by 4-6 level 1 characters, and it could be completed in a single session. The characters will begin chained to the oars of a pirate ship and as they free themselves and advance through the ship, they will be able to acquire equipment and ally or become enemies with different factions, to finally face the captain, and the Kraken. Content in english and spanish. Published by Victory RPG.
Have You No Heart? is a standalone adventure set in the peculiar village of Basht. Olivia Alfera calls the party back to Basht to help Robin Goodman reunite a girl with her father. A Four-Hour Adventure for Tier 2 characters, Optimized for APL 8. Featuring a new domain: Nepenthe, a domain of forgetting. Content Warnings: Grief, Loss of a Relative, Memory Loss Have You No Heart will debut at U-Con in October 2022 (http://www.ucon-gaming.org/) The story continues shortly after The Party that Split. It continues the tale that started with The Goat Mayor, but each episode can be played on their own. The village of Basht is a little Grimm's Fairy Tale village that was used for several CCCs and DungeonCrafts U-Con. I hope that your players enjoy the whimsy and dark undercurrents as much as mine have, and I would love it if you share your experiences in Basht with me! I've included VTT-friendly maps and handouts in separate files to help with running your games virtually because we can't let a simple thing like physical distance prevent us from sharing our stories. I also have a printer friendly version included for those that prefer their works to be printed on the flesh of dead trees. Please see other adventures written for U-Con: The Goat Mayor (by me, Daniel Chapman) is the first introduction to Basht and it's peculiar traditions The Straw Bears (by me, Daniel Chapman) takes place just a few tendays later, describing the strange annual tradition of the procession of Straw Bears The Party that Split (by Daniel Chapman) takes place before Have You No Heart, and sets up the events that lead to Robin Goodman's current situation. Blood and Fog (by Alan Patrick) was the first CCC written for U-Con and the first mention of the Blood Lord. Rescue Down Under (by Alex Lown) continues the story of Basht and revisits the friendly tinkerer Yul Khahan. If you see any errors or have any suggestions, or just wish to retell the tale of how your group went through the story, feel free to contact the author at: http://hoshisabi.com
Desperately needed supplies have failed to arrive at the suffering frontier settlement of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll of Stonebottom bridge. The townsfolk are in desperate need of heroes to reclaim their supplies or the town won't survive the encroaching winter! A 2-4 hour adventure for four to six players of 1st or 2nd level characters
For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed foot prints heading towards the marsh. Can you help find the lost and bring justice to the abductors?
This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen. This module includes a detailed description of the Elven village of Reitheillaethor including it's NPCs. It can be run either as a continuation of the adventure started in "Menace of Merric", as an extended stand alone adventure or the three individual tombs included in it can be run as short one-off adventures.
5e Solo Gamebooks presents The Tortured Land, the fourth in our series of solo adventures set in the Forgotten Realms. With this adventure, we take off the gloves and throw your PC into the thick of some serious danger in the frigid north of Faerun. Only the most hardened adventurers will make it through this adventure in one piece, and with several different paths available, replayability is assured. The Tortured Land will provide you with hours of enjoyable, challenging play time. Arriving in a lonely village in the middle of the northern plain known as The Ride, your hero is soon drawn into a quest to retrieve a precious artifact. From there they will journey even further north, towards the barren waste known as the Tortured Land, in search of an unknown enemy. There are items to collect, codewords to activate and perils to avoid. And of course, many combat encounters! As always, hyperlinks are included in the text to facilitate easy navigation, removing the need for scrolling between entries.
For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.
This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
House Tarkanan and the Trust have embroiled the Sharn underworld in a silent war, the result of which has dire consequences for Zilargo. The characters must fight their way through assassins, aberrant dragonmarks, information brokers, and fancy parties in this conflict between shadow organizations.
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
What good is a king without a city to rule over? What happens when everyone in a city disappears, gone without a trace? This is the state in which an adventuring party, your characters, finds Sheol in; a city devoid of all life forms, claimed by Hegemon, a Wraith that used to be its king. Explore the empty city! Be mindful of the thieves' guilds! Find your way to the portal that leads to the castle! Fight your way through the hoards of undead to foil Hegemon's insidious plan! An adventure perfect for the middle part of any campaign, full of plot hooks, possible plot points and areas of exploration! Tons of places, like the Tower of Eiden, with backstories to tie in with any existing campaign! Discover the "Hell's Gifts", red gems that defy space! This adventure offers: 30 pages of exploration of an empty city and a castle swarming with undead. Maps for major locations Two new Monsters, Hegemon and Corvus, also usable as NPCs. 3 new magic items. A plethora of plot hooks, possible plot points, and setting-neutral lore. Many hours of fun gameplay A Dungeons & Dragons adventure written for 8th level player characters, with level adjustments for levels 5-10 for the encounters.
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!
The Tower of Bondage 𝐏𝐚𝐫𝐭 𝟐 “Fane of the Jailers” takes you deeper into Aumvor the Undying’s dungeon of terror. As your players draw closer to the tower below, they will meet new horrors that include: ● 15 encounters with dark denizens including undead ● New Monster, “Walking Ooze” ● Margoyles of the AD&D era converted for 5th Edition. This adventure is part two of a six-part series that comprises six levels of dungeon and culminates in the PC’s escape from an underground prison of torture and madness, and if they choose, the destruction of the Lich known as Aumvor the Undying. In early 1320 DR Aumvor the Undying collected the greatest of all of the relics and lore of the Netherese Empire and secreted it away in his domain in Endless Caverns. There he awaited the return of the City of Shade. He did not have to wait long for it was but thirty eight years when it appeared. The undying one saw this as his long awaited opportunity to return and bring the Netherse Empire to its full glory. As quickly as it rose, it also fell, for even Aumvor could not foretell the advent of the second sundering. This change in the weave left him weakened and the nations placed under his yoke, rebelled. By 1487 DR the City of Shade fell and the end of Netheril was not far behind. From the ashes of an empire two times fallen, Aumvor the Undying plots again to restore Netheril. His ancient portal traps still in operation, he feeds on the living and grows strong again. Who can stop him? 𝐅𝐨𝐫 𝐦𝐨𝐫𝐞 𝐨𝐧 𝐀𝐮𝐦𝐯𝐨𝐫𝐞 𝐭𝐡𝐞 𝐔𝐧𝐝𝐲𝐢𝐧𝐠 𝐚𝐧𝐝 𝐭𝐡𝐞 𝐡𝐢𝐬𝐭𝐨𝐫𝐲 𝐨𝐟 𝐭𝐡𝐞 𝐄𝐦𝐩𝐢𝐫𝐞 𝐨𝐟 𝐍𝐞𝐭𝐡𝐞𝐫𝐢𝐥, 𝐜𝐨𝐧𝐬𝐮𝐥𝐭 𝐂𝐡𝐚𝐦𝐩𝐢𝐨𝐧𝐬 𝐨𝐟 𝐕𝐚𝐥𝐨𝐫 𝐚𝐧𝐝 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐀𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞𝐫’𝐬 𝐆𝐮𝐢𝐝𝐞. This exciting series presents the dungeons of Aumvor the Undying after the second sundering, desperately clinging to what little he has left. This may be the time to strike him down once and for all.
The grain has rotted in the town of Elmwood, which means people might starve, businesses and banks might fail, and endanger the town’s already- precarious existence. Brave adventurers are needed to travel through the wild forest to seek the advice of the Sage of Cormanthor. Four hour adventure. Also contains information about the town of Elmwood. Part One of the Misaligned Trilogy
CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.