A short starting adventure that takes place in an urban location. Ideal for 3-4 characters starting at Level 1 Your first day on the job and your brand new adventuring party step into a mystery to be solved. This adventure is ideal for for 3-4 level 1 characters. Playable as a one shot or the start of a larger campaign. The characters are sent to pick up gear only to find it has been stolen. This urban adventure set in Waterdeep but easily adaptable to other urban settings. The adventure comes complete with the following: Full PDF adventure file. - 7 Parchment style DM and Player maps ready for VTT use. - 7 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.
A short adventure meant to be inserted into Storm Kings Thunder set on the small island group known as Red Rocks along the Sword Coast. The adventure faces the players of against a coven of hag sisters who have been threatening the region for some time. Hags of the Red Rocks is a encounter and mini-dungeon meant to be dropped into the D&D Adventures League Season 5 - Storm King's Thunder, but can easily be an evenings play for any group travelling along a treacherous coastline.
Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.
The characters recently did Gellan Primewater, a local merchant from the Town of Saltmarsh, a great service by recovering property deeds worth a large sum of money, that he had long thought lost. In return Gellan throws a party for them on his pleasure ship, the Primewater Pleasure. However, this weekend cruise is plunged into chaos when one of the guests is murdered. The party must dive in and find the murderer before the ship gets back to shore, and the murderer can escape. This is a murder mystery which includes full colour maps of the Primewater Pleasure (player versions included). Fleshed out NPCs with motivations and secrets, as well as clues for your players to find, all in an attempt to uncover the truth. Your characters are trapped on the ship with the murderer and must find them before they strike again. Like all good murder mysteries this one contains a rather dungeons and dragons style twist. The table of contents includes links to all NPCs as well as every chapter for that sweet sweet quality of life improvement. It is designed to fit in with the Ghosts of Saltmarsh campaign but could also fit in to any setting or even be its own standalone adventure. This is my first adventure so all of your support would be greatly appreciated! I hope you enjoy and I welcome any feedback you might have!
The Candy Isle - home to a confectionary shore, saccharine jungles, and a chocolate volcano, it epitomizes the phrase "sweet but deadly." The PCs must avoid gummy tribesmen and other weird, sugary dangers to retrieve the apotheosis of all sweets, the Confection Perfection!
A spirit is attacking a town — no one knows why, but they’re determined to be rid of her. The adventuring party is recruited to investigate. However, what appears to be a simple haunting turns into a story of justice. Pgs. 43-59
A dwarven laboratory forgotten for many centuries has finally been rediscovered, but there is sure to be danger lurking within. It turns out some of the other machines within are still active, as are some of the traps and puzzles. Prepare your party for a blend of challenging puzzles and diverse fights in the dungeon that was home to my first player kill.
Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)
While exploring an uncharted island inhabited by sinister, otherworldly entities, the PCs are confronted with the ultimate dilemma: will they stop at nothing to uncover the forbidden secrets of an earlier age... or will they consign that ancient lore to be forever forgotten in the mists of time? Arriving at the correct choice may not be so trivial as it seems... A 5th-6th level adventure for An entire island to explore, with mysteries to solve and NPCs to interact with Challenging investigations and devilish enigmas Full-color art and beautiful handouts (even in digital format for online play) to engage the PCs Five new fearsome monsters ready to use in any campaign New feats and spells
Lo! The corpse of poor, departed Scholar Zubayr, washed up on the shores of the River of Sand, lies in the charnel house…destined to become dinner for a cult of cannibals. Though distasteful in the extreme, this isn’t your concern—except that Princess Karima Gamila, the most beautiful gnoll in Per-Bastet, has begged you to rescue her friend’s body and help discover his fate. Still unmoved to action? Know then, adventurer, that the Scholar was hot on the trail of lost treasure! If you can claim his body from the cult and decipher the clues he left behind, long-buried riches and powerful magic might be yours. But nothing is simple in this city of dark wonders: others converge on the charnel house in pursuit of wealth, vengeance, or both. Can you out-fight and outwit vile cultists, undead catfolk, a cunning werecrocodile gnoll, and the deadly secrets that lie buried beneath the River of Sand? Set in the city of Per-Bastet in the Southlands Campaign Setting, it is meant for play either as the thrilling sequel to Cat and Mouse, or as a standalone treasure hunt! Also available in Pathfinder format.
Starting an adventuring career can be exciting, but it can also be deadly. As you have completed your training, you are offered an "easy" job from an alchemist. Several ingredients are required for a special project and the only source is a Druid a few miles away. Get the items, return them, and get paid a whopping 20gp...not a bad start for a newbie!
Over a millennium ago, a clan of dark elves broke away from their evil kin and fled from the city of Menzoberranzan. Though many lives were lost in the initial exodus, the large numbers of the renegade band ensured that they were more successful than any could have hoped. And yet, the drow that finally arrived into the surface world found themselves shunned at every turn by those unable to see past their appearances. Just as their hope was beginning to wane, a song rang out through the night, beckoning the way to the sea and to a silver ship waiting amidst the dark waves. Many years have passed, and little knowledge remains of the strange island that the dark elves came to call their home, but the wicked Lolth forgets nothing. Evil magic converges upon El’tara and begins to steal away the light of hope. Whether through fate, mere coincidence or perhaps divine intervention, a band of adventurers find themselves standing at the shores of this land in the time of its greatest need. This adventure should run for approximately four to five hours and may be played either as a one-shot or as part of an ongoing campaign. It contains guidelines for running the adventure at any level from 1st to 8th and for a variety of group sizes.
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
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.
People have been going missing in Oreskos. Merchants never finish their rounds, and leonin disappear during their hunts. At the center of this conspiracy sits a lone tower, and on its throne a vicious lamia seeking to claim the grasslands as her kingdom. The Oreskan Lamia is a 3rd level Greek mythology inspired 5e adventure, for use with the Mythic Odysseys of Theros setting book.
Who Do You Trust? In the cool streets and blazing bazaars, the word is out: a great treasure has gone missing in the Everlasting City of the Cat, and some very ambitious people have set their sights on it. Many paws and claws are out, and everyone is sniffing around for something rich and strange. It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt with Cat and Mouse by Richard Pett and Greg Marks! A perfect introduction to the Southlands campaign setting, and it fits neatly into any desert city where cats are sacred and rats are cautious and sly.
An exceptionally smart ogre and its pet dire wolf have figured out the easy life. Why loot and pillage, when with a few words of common, you can threaten and intimidate your way to comforts?
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, Seer calls upon you to beat him there and put a stop to his efforts! Sequel to Durlag's Tower.
Arnyn, a merfolk mercenary, has been hired to clean out the sewers below a thriving port city. Unfortunately, she jumped at the payday before truly understanding what she was being asked to do. Now she's looking for someone to take over her contract.