Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. Rumors of a means to access the Plane of Mirrors has spurred the Society of Sensations to request the characters enter the demi-plane and record the sensations and experiences within.
The village of Silverwell lies at the foot of a mountain range in the icy north. Through most of its history it has enjoyed relative peace, save for its battles with the harsh elements. Recently however, a group of villagers were attacked by bandits while hunting in nearby Rothir’s Pass. The bandits left behind a grim message warning for none to follow. Frightened by the possibility of a larger attack on the village, the headman will happily reward any brave adventurers that can help. Unknown to the inhabitants of the remote village of Silverwell, this new terror pales in comparison to the troubles that have already begun to flood down from the distant Mount Neboria – troubles stemming from the dark wish of a dying dragon. This is an introductory adventure for a group of four or five 1st level characters, which should run for roughly 4 hours of gameplay (excluding preparation time), ending with a quest hook for groups that wish to continue into a full campaign. It includes extra tips and tricks both for new DMs and for interaction with new players.
"You sneak into a museum filled with all sorts of strange displays, from fierce weaponry and intricate jewelry through to demonic statues and a strange obsidian monolith. You begin to take a couple of steps towards the monolith when darkness swirls around you as the museum's protections jump to life..." This is a one-shot heist adventure in which the players must infiltrate a high society event and steal a powerful magical item from right under the nose of an accomplished wizard. They will encounter mind-bending illusory defenses and compete with a secondary heist party, all while avoiding the gaze of the guards. This adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around five hours. It includes: * An exciting heist with several twists * Two new heist-based mechanics: Flashbacks and Guard Alert Level * Two optional objectives for the players to complete * A new monster to fight: the shadow duplicate * Two new items: the rod of illusia and the jade figurine of the deinonychus * Simple rules for running a skill challenge * Detailed maps of the manor as well as schematics for planning
Anea, the Amazon queen, and her warriors have helped neighboring king Eriklius defeat the usurper Todeuclis. When king Eriklius ascends the throne he covets the hand of Anea, but she refuses. In a fit of rage he sends his warrior Euclatis to destroy her palace and the surrounding town of Gythaclea. Anea—gravely wounded—pleads with Nyx, Greek goddess of the night. She asks for the power to take revenge. Her plea is granted, at the cost of being turned into a medusa. As rumors spread that Anea is still alive, the heroes are sent by King Eriklius to retrieve her. It seems an easy mission, but they soon discover all is not as it seems... Pgs. 157-163
A mysterious ship emerges from the dark ocean mist, its lantern-lit deck silent and empty. When invisible hands cast lines and ropes over to the characters, will they accept the invitation to board and enter the secret afterlife of departed sailors? Ghostlight is a nautical sword-and-sorcery adventure and includes: -A haunting foray into the afterlife for good and evil sailors -A mad witch, a dashing rat pirate, and a tavern full of departed souls -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Summoned from across the multiverse, a small group of heroes must enter an ancient pyramid and prevent the Elder God Nyarlathotep's return to power. A Lovecraft-themed oneshot.
Recently, a cult known as the Licor Faction rose to fame for helping people outside the walls of Phoenix. Today they are to be rewarded for their work but are offended when an apprentice and not the Zephyr of Molar gives them the accolades. Angered, the leaders leave the stage and return back to their compound. A bit later you are offered a job to go arrest the leader of the cult as they are to be exposed as a false religion. Cultists usually surrender their leaders easily right?
Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press
Once again, Provost Nigel Faurious has tasked the Clifftop Adventurers’ Guild with retrieving an artifact, this time from Daanvi, the Plane of Perfect Order. The party boards the lightning rail in Karrnath, prepared to dive into a deep river gorge in order to make the transition to Daanvi. Before they can do so, however, agents of the Emerald Claw steal the authorization crystals they need to access the plane. The party must race through the lightning rail to retrieve their authorization crystals from the Emerald Claw agents, then make a thrilling plunge at terminal velocity into Daanvi. There, the characters find their plans hampered by endless red tape, and they must navigate the legal system in the most orderly of ways in order to return home with their prize.
The long cold is approaching! As food grows scarcer, monsters grow more desperate – and before long a peaceful monastery is besieged by savage beasts of the forest. It’s come down to the stalwart heroes-in-training of Exallizar Preparatory Academy to save the day again! “A Giving Time” includes: The third part of an ongoing adventure path The return of Ronius, Willow, Meeris, and Kale, pre-generated PCs ready for instant play and fully upgraded for level 3 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Maps for VTT
A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.
Eons ago, the demon lord Shomarrah defamed Lolth the Spider Queen, condemning herself into the cursed life of a massive purple worm. Now Shomarrah's desecrated body serves as a drow fortress, guarded by a mad sorcerer and his team of driders. What deeper evils lie within? "The Fasting Worm at the Spider Feast" is a Dungeons and Dragons 5th Editionmodule for a party of 3-5 players at level 8. This one-shot module is perfect for introducing your party to the Underdark and drow society, featuring a dungeon dive through a demon lord's snake-like carcass. Clerics in the party, upon completing the adventure, will be able to obtain access to the Feast domain. Details are provided at the end of the module
You and your associates have been contacted by Janko Milosh, fourth Earl of Tambish. Apparently, he has come into possession of a cursed item and he requires it be delivered to someone he trusts to examine it. With no mounts and none for sale, you better hope your boots are in good shape!
The town of Ylraphon on the border of the Flooded Forest has been targeted by the yuan-ti. One of them has uncovered an ancient ritual to change the people of the area called the Old City into their servants. Can the adventurers stop the yuan-ti in time? The whole of the Moonsea may be at risk if they fail. Published by Mount Ogden Gaming Company.
Twilight at Eventide is a 32-page collection of three short adventures designed for characters of level 1-3. In the village of Eventide, the walls separating the settlement from the Feywild are weak. And strange creatures stalk the surrounding forests. Dark forms worship their demigod in hidden caves. A darkling elder has returned to take what was promised to him. And people enter the woods never to return. The village is in need of heroes. Will you answer the call? In this product, you will find: a description and map of the village of Eventide a vivid cast of characters in the village a variety of detailed location maps, including an old mine, an abandoned farmhouse, a decrepit tower, and a ruin adventures that feature xvarts, darklings, dryads, and hags a combination of roleplay, exploration, and combat encounters
The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, but within the last year, his regular communications have fallen silent. They are in search of brave (and discrete) adventurers to escort them around the peninsula for a health and welfare check. Are you brave and discrete enough for the job? A Four-Hour Adventure for 11th-16th Level Characters
Designed for a party of five characters of at least 9th level, this adventure will challenge players seeking a powerful magic item of the GM’s choosing. A sphere of annihilation has been provided and is woven into several elements of the adventure, but any appropriately powerful item can be substituted if something else suits your campaign better. Though the adventure is designed to test every type of character class, a rogue who can deal with traps is essential, as is a wizard or sorcerer of at least 9th level. Larger groups will have an easier time; parties of four or fewer characters will be in for a very bad time unless you mitigate some of the tower’s more lethal traps and encounters. This adventure culminates in an encounter with devils and a sphere of annihilation. The sphere of annihilation is hidden deep within the tower-and-dungeon complex of Crane the Sorcerer. Originally set atop a high mountain in a secluded and wild part of the world, the tower and dungeon can be relocated to meet the situation in your campign. Crane, an introvert, stayed as far away from civilization as possible, as is detailed below. The tower above the dungeon doesn’t present many difficulties for a group of powerful characters or alert players. It might lull PCs into a false sense of security before they enter the areas where they’ll really be put to the test.
When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8
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.