The Thieves Guild Ebonclad has learned of a construct that would make an ideal guardian or soldier. Unfortunately the constructs creator is looking to sell this to The Crown. It is in Ebonclad's best interest to intercept this construct before its abilities can be demonstrated. The party plays the role of a group of saboteurs, required to sabotage or destroy a construct named Marx before it can be demonstrated to The Crown in less than a day’s time. The mission’s primary objective is to locate the construct Marx and destroy or sabotage it. If Marx is destroyed outright, the party will need a patsy to pin the crime on. If possible, the party should steal Eva Dalphane’s schematics for Marx, as well as investigate how the artificer brought the construct into the city undetected.
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
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.
Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals
This high level adventure returns the PCs to Helvana. A recent adventure has netted the party some Adamant, a rare ore in Filbar that is excellent for constructing weapons of amazing quality. As you arrive in Vorshmorgan to locate a smith you quickly discover there are problems in town. The scenario was designed to give upper level players a challenge and pits them against one of the most feared creatures in the land!
The small village of Jaromir seems beset by a powerful curse. For the past twelve days anyone who enters the forest is never seen again. There are now six missing all adults, five men and one woman without a trace. The mayor has offered 200 gp and three Dungeoneer’s packs to any who can find the source of the curse and free his town. Pgs. 15-19
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.
In Flight of the Magpies your party is employed by a famous band of sky mercenaries to do a simple job: find out which airship will be transporting a mysterious prisoner. Simple jobs turn into crazy adventures in Eberron though, and this module is no different. Will the party rise (or fly?) to the challenge? Flight of the Magpies is an adventure for a group of players at level 3 that can be played early in an Eberron campaign to start things off with a bang. It was originally devised as a one-shot and can still be played as one, while also being a fun introduction to this game for new players. It will take 3 to 5 hours to complete as a single session, or it can be split in two shorter ones. This adventure is appropriate for beginners as well as experienced players, and contains enough information on the World of Eberron that you don't have to do any "homework" to play it. Statblocks for all the custom enemies you may fight in this adventure are also provided, so that you can start playing without having to own any other book.
The majestic tree of the Four Winds grew in the forest west of the village of Rybalka, revered by the Vikmordere druids of the Snoqua tribe for its power to control the weather and hold balance with nature. When the Klavek Kingdom invaded the area, a powerful druid named Manahzo transferred the essence of the tree into a magical flute to keep its power safe from the threat of the militaristic Empire. Entrusted with the flute by the Snoqua, he and his wife sought to hide the flute from the reach of the invaders. As they fought the Klavek military they found themselves forced into an old cave system in the mountains of the Vikmordere Valley where they faced not only the Klavek soldiers, but ancient primal horrors. While Manahzo kept the flute out of the invaders hands, he lost his wife in the battle. Manahzo now seeks revenge on the Klavek Kingdom and its citizens located in the village of Rybalka. The PCs find themselves in the midst of an attack on Rybalka by Manahzo and a group of rogue Snoqua warriors. They must fight beside the citizens of Rybalka to repel the attack, and then seek out the Snoqua to find a means to deal with Manahzo and his rogue companions. In the forests outside Rybalka they will face a demonic wolf ally of Manahzo’s before finally engaging him in a direct battle as he executes a final attack on Rybalka. Even if the PCs succeed in defeating Manahzo, the threat does not end as his thirst for vengeance continues even after his passing in the form of haunt on the village. Directed by the Snoqua on how to end the haunt, the PCs must venture to the caves where Manahzo’s wife died to confront the ancient horrors that were responsible for her demise and recover her body in order to give her a proper burial to calm Manahzo’s vengeful spirit once and for all and bring peace to the village of Rybalka. Also included in “Flute of the Four Winds”: Roleplaying opportunities to interact with various NPCs in Rybalka, the heart of the Aventyr campaign setting Two new monsters – The hive-minded Tunnel Horrors and their carnivorous primal kin, the Anglers High resolution encounter maps in a new location, the coal mines north of Rybalka
Adventuring in the Principality of Lockerbie continues with Issue in the Canyon. Your party has enjoyed the advantages of being considered a hero but as the days’ progress, it is back to normal in Gormell. After having a bit of ale at the local tavern you notice a wagon caravan has arrived in town and the people are abuzz over their arrival. Noticing that some of employees are a little beat up, you find yourself in the sheriff’s office being told of a brazen, humanoid attack on the merchants. Looks like you just found a job opportunity!
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
Hunt a terrifying predator in this adventure for 2nd-level characters set in the world’s greatest roleplaying game! A frightened tabaxi bursts into your tavern with his blood-soaked daughter, begging for aid. A ferocious beast known as the stalker injured her in a harrowing attack. What’s more, the injured girl was not alone when the stalker attacked, and she fears the beast has taken her beloved to be its dinner. The old tabaxi begs the party to enter the forest and eliminate the stalker. This second-level adventure is perfect for new DMs and players alike. Enter the dark Airedale forest, hunt the stalker, and save Edge of the World, or bring back his body. Included in this adventure: A quest to rid a forest of a terrifying predator. Ambushes, exploration, and intense last stands. Cold and dark forests dripping in cobwebs. 4 random encounters to help you extend the adventure as needed. Approx. 4 hours of fun. A gripping adventure for 2nd-level players. Visit the dark forest of Airedale!
Ravenloft: Carnival of Lost Souls Campaign Guide is a guide for Dungeon Masters who bought our other products from the Carnival of Lost Souls campaign series. It connects together all the modular one-shots we released previously into one grand campaign. It also offers guidance about expanding the scope of the campaign with your own ideas. Ravenloft: Carnival of Lost Souls Campaign Guide features: - Starting adventure to kick the things off and get the characters to know the Carnival - In-between interludes and short encounters, which help to flesh out the Lost Souls NPCs more and add depth to the campaign - Grade Finale - an epic showdown with The Caller in the Mists! - Full description for each of the Lost Souls and what happens to them as a result of players’ actions - Check out the modular adventures of the series: Lamordia: The Hardest of Hearts, Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! Disclaimer: We are a team of writers from Ukraine, so the unprovoked war and senseless aggression of the terrorist state of russia influenced our initial timelines significantly. The release of the Campaign Guide marks also a year since the start of the full-blown war. At the moment, we are as safe as we can ever be under the constant threat of missile strikes, and extremely proud that we managed to finish the whole campaign! We are hopeful that the victory is close at hand, and in the new, whole, and peaceful Ukraine, we will create even more cool adventures! ;) Made in Ukraine
The Sinking of the Mercy is a sandbox style adventure with multiple side treks to give higher level characters a challenge. After recuperating from their last adventure the PCs find themselves at the port city of Covalush. A group of heavy storms have been battering the coastline for a while a few banged up ships have limped into port. The sailors have found the taverns and have been retelling the story of a sunken treasure ship they were travelling with. As the storms start to weaken the possibility of a treasure hunt has intrigued the PCs…
This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makaberitaten-Theater-2024-5e?view_as_pub=1
A generic tomb exploration. Usable for a quick one off or random exploration discovery. Sometimes a DM needs a fill-in adventure for when their PC’s go off script. This is a single location low role play adventure that can be inserted anywhere needed.
"Temple of the Deep Ones" is the lair of a group of deep ones and their god, suitable for four or five 7th-level characters. This adventure can be finished in one session. Ship captains report that a mysterious island has surfaced in the middle of a heavily trafficked trade route. Worse, ships that venture too close to the island are assaulted by a terrible creature and its servants. The island is disrupting trade throughout this part of the world, and several ships have already been lost. Unbeknownst to those that know of the place, the island rises at the will of Shar-Ngolyeth, a long-lost deity also known as That Which Lurks Beneath the Waves. The island is populated by a cult of deep ones and the beasts they have subjugated in the name of their dark god. The creature responsible for sinking ships is an aspect of Shar-Ngolyeth, a kraken. It is not meant for combat encounters; it's largely a plot device in this encounter.
“...when the floor trembled and the whole town shook, the people knew Mario had been found a couple of minutes later the dust settled again on the buildings and streets. Silence. The people’s wait to see who came out of the sewers, who would emerge victoriously was agonizing. The fate of the town swung on the outcome of the battle…” Extracts from The Witch Doomsday in Master Bard Blue Barry’s Tales of Silver. This adventure is designed for four to six 2nd- to 3rd level characters and is optimized for five characters. Designed to be a one-shot to play between four and six hours. A band of deep goblins settled in the sewers of Red Witch Cove and took the towns as hostages. They take what they want when they want it without regard for the people around them and their acts are bringing the doom of the town that the merchants were holding back. The package contains: -Color version. -Black and White version. -Maps and battle maps.
In this adventure compatible with the 5th edition of Dungeons & Dragons, a perfect, untouched city has been discovered deep underground—a city created to honor a legendary dwarven clan. No one lives there...but as you’ll learn, that doesn’t mean it’s deserted. Can you explore the city on behalf of the dwarves, or will you too become part of its buried history? This adventure is designed for 3–5 players levels 5–7. If you'd like to preview our work, check out 𝙏𝙧𝙚𝙖𝙨𝙪𝙧𝙚𝙨 𝙤𝙛 𝙩𝙝𝙚 𝙋𝙧𝙞𝙨𝙩𝙞𝙣𝙚 𝘾𝙞𝙩𝙮, which lists the ten magic items available in this adventure as a pay-what-you-want offering: (https://www.dmsguild.com/product/171783/Treasures-of-the-Pristine-City?src=PristineSellPage) If you like the work we've done, but aren't in the market for a new adventure, check out the 𝙏𝙤𝙢𝙚 𝙤𝙛 𝙏𝙚𝙢𝙥𝙡𝙖𝙩𝙚𝙨 and 𝙈𝙤𝙣𝙨𝙩𝙚𝙧 𝙈𝙖𝙪𝙨𝙤𝙡𝙚𝙪𝙢 on https://www.dmsguild.com. Also available: 𝙋𝙡𝙖𝙮𝙚𝙧'𝙨 𝙂𝙪𝙞𝙙𝙚 𝙩𝙤 𝙂𝙞𝙩𝙝, a way to make both githyanki and githzerai into playable characters for your campaign.
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.