Step into a world of ancient mysteries and divine secrets with "The Temple of the Silent Ones," an enthralling Dungeons & Dragons adventure designed for characters of levels 5-7. This immersive quest takes players on a journey deep into an enchanted forest, where a long-lost temple conceals the key to an unparalleled power. As the adventurers unravel the hidden secrets of the Silent Ones, divine beings who once guided the fate of the world, they must face a series of trials that will test their senses, abilities, and resolve to their very limits. In this captivating adventure, the players will venture into the heart of a primeval woodland, shrouded in an aura of mystique and otherworldliness. Within the temple's hallowed halls, they will encounter four enigmatic chambers, each designed to test a different aspect of their abilities: sight, hearing, speech, and mobility. As they overcome these trials, they will uncover the storied past of the Silent Ones and their connection to the elemental planes, primordial forces of creation, and the shaping of the world's many cultures. The ultimate goal lies in discovering a powerful artifact, a crystalline object that grants its wielder the ability to commune with the Silent Ones themselves, unlocking the secrets of the universe and commanding the forces of nature. "The Temple of the Silent Ones" is a versatile and engaging adventure, perfect for Dungeon Masters seeking a unique experience that combines elements of suspense, intrigue, and awe-inspiring challenges. Compatible with any setting in the Dungeons & Dragons universe, this quest can be seamlessly integrated into your ongoing campaign or used as a stand-alone one-shot or 2-3 session long adventure. Rich in lore and history, the temple's enigmatic chambers and the trials within offer an unforgettable experience that will leave players eager to explore further. Don't miss the opportunity to bring this enthralling adventure to life at your gaming table. Available exclusively on Etsy, "The Temple of the Silent Ones" is a must-have for any Dungeon Master seeking an exceptional addition to their collection. Immerse your players in a world of divine wisdom, ancient magic, and hidden secrets, and let the legend of the Silent Ones weave its spell around your gaming table.
A 3-4 hour adventure for 1st tier characters, which can be run as a 1-shot or as the beginning of a new campaign set in the Feywild. For tens of millennia, battles have raged across the Feywild, as the powerful and prideful archfey fought to divide the realms among themselves. Eventually the boundaries settled into four major territories: Summer, Autumn, Winter and Spring. These domains, and the smaller pockets of unclaimed territory between, came to be known as the Land of the Four Courts. The bitter rivalries between Winter and Summer and between Autumn and Spring never truly subsided, but for the past fifteen hundred years, an era of relative peace has persevered. Even so, peace is a fragile thing, and in the everchanging landscape of the Feywild it is all too easily broken.
About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd level characters.
While strolling through the streets of Kak you notice a pair of men laying in the alley. Upon closer inspection you notice that one of the dead men has a unique tattoo. Peering closer you notice that this man, dressed as a pirate, has a tattoo of an island with an “x” on it! Once this tattoo is discovered the PCs will need to locate a ship to head off on a treasure hunt. Finding a ship captain that is familiar with Xodus Isle will not be difficult but trusting the captain…well that’s a different story entirely.
That’s it, you are done! Your stint in the guard service has come to a close and you are eager to begin your life as an adventurer. With a few coins in your pocket, you head towards the town gates to find fame and fortune. As you approach the city well, a crying child stops you and asks for your help. Do you have that friend, coworker, or family member interested in playing D&D but you don’t want to ‘throw them to the wolves’? This month’s free offering has you covered. Your PC is just getting out of his military stint and wants to carve out their future of fame and fortune. This scenario helps you, the DM, present the basic principles of gaming to a neophyte! This adventure setting was designed for 5th Edition AD&D AND an AD&D offering, for a single 1st level character, which is included for each! This adventure was designed to be a teaching scenario. Don’t forget to follow us on Twitter @FilbarRPG for news and offers.
Par1 – Opportunity to Shine brings your new group of PCs to Jayneville in the country of Pardor. A civil war is raging with neither side able to gain an upper hand. To make matters worse a third faction, “Green skins” has been running around the countryside taking advantage of the chaos. As your party is about to discover, these individuals need to be dealt with, severely!
5e Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. Everything leads towards a central story arc that becomes clearer as the book progresses. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! You have two ways to approach playing this adventure. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual .png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.
Beneath the roots of a silver elm, there lies a sidereal prison… Vaz’kin’rai is a one-session adventure for the 5th Edition of the world’s most popular roleplaying game, which sees 1st level heroes venture beneath the village of Dur to uncover the secrets of a mysterious cosmic vault. What will the heroes find within? And what price might they pay for uncovering it? Featuring: Two bespoke creature statblocks, including a Paragon Creature! Four new magic items! Five premade characters suitable for playing through Vaz’kin’rai! A host of original artwork by Izzy Collins, Emma Durno, and Robin Baxter! A fully supported hook, as well as suggestions for others and how to develop the storylines and themes the adventure introduces into a larger game! A selection of free companion Sonoria – audio ambiences and sound effects you can use to bring the adventure to life sonically! Vaz’kin’rai comes embedded in an original campaign setting, but is self-contained enough that it can be sited easily in most other campaign settings with minimal effort. A selection of deities and lineage origins are also provided in the appendices to help fit characters within Vaz’kin’rai’s setting as presented. Go forth, and see what lurks within the vault of Vaz’kin’rai… Published by Animancer
Ill winds blow over Wayward. The men drink apart from their wives, while a mysterious traveler sows discontent between married couples. The Wayward wives have had enough and are plotting revenge. Part 2 of the Evenflow Saga.
People from all over the world travel to the oracle of the dead, the Necromanteion, to commune with the spirits of the dead. Following a ritualistic preparaton of the body and the mind, a "Seeker", as they are called, enters the Adyton, and with the help of the Prophet comes in contact with spirits. Who would your characters talk to if they found themselves in the Necromanteion? Before you can answer that, you must first save it from a demonic invasion! With the temple in chaos, and foul fiends everywhere, will our adventurers be able to save the Necromanteion?
This scenario puts a new but experienced adventure back into harm’s way. After arriving at the small community of Penchant for a festival, the PC quickly discovers that there is danger afoot! The citizens are reporting a bloodthirsty creature roaming the area threatening the festival. If this problem can be resolved a second and more dangerous challenge awaits them in a nearby cemetery. As with all adventures in the Penchant series it can be difficult and not for the faint of heart!
The nephew of a once famous adventurer decides to make a name for himself and bites off more than he can chew. Short on options, and worried for his nephew’s life, he needs your help. Travel to the ruins of Dhonin's Lookout atop Standiac Hill to find and rescue the young adventurer. Uncover a plot that could lead to the destruction of the village of Millvein, and even more dire future consequences. Includes: A 3-4 hour adventure for 1st level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. The adventure continues in Into the Underdark - Part 2 The Spider's Den
A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.
A Four to Six Hour Adventure for 11th-16th Level Characters in Dungeons and Dragons 5E The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair – and they need to do so before the sun sets. This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently. This adventure draws some inspiration from Tucker's kobolds. As an added bonus, this adventure is available completely for free.
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 ancient legend, a missing wife, and a broken heart that time won’t mend. Part 4 of the Evenflow Saga
The starting point of one’s career sometimes starts meekly, at other times not so much. This adventure sends a brand new (or 2nd level weaker character) on a simple fetch mission. A romance on the brink is in peril when the PC accepts the mission. A looming celebration has the player torn between a future on the road to adventure and the future with someone special. Is your player ready to take a trip to pick up some alchemical supplies?
Elmwood village has had its fair share of corruption and destruction, and the villagers won’t take anymore, not even from fearful hags. Manipulation, lies, and greed are at the heart of their woes, but what if the rumors about hags are wrong? What if the most untrustworthy person is the one the villagers trust the most? Can the party sift the truth from this appalling morass and put an end to the threat?
The village of Hillthorpe has been under the "protection" of a rough sleeping stranger. The extortion began with demands for a bushel of wheat or a basket of apples, accompanied by threats of rats and mice being sent to ravage the sick and sleeping, and to ruin the stores. Over time, the demands escalated, reaching the point where the village could no longer afford to pay without starving to death over winter (3 sacks of grain, a barrel of ale, and all the ripe cheese you have each week!). As a result, the village is seeking outside help.
The Hardest of Hearts is a gothic horror adventure for 4-5 characters of 5-6th level. It can be played over the course of 6-8 hours and should roughly take one playing session if the party is quick, or two if the party is progressing slowly. This is the first part of the Carnival of Lost Souls campaign. It can also be played as a standalone adventure. The Hardest of Hearts features: - Exciting journey through the cold wilderness of Lamordia, which features a special travel system and survival rules - Exploration of the old mansion which has been taken over by the vicious local gang - the Corpse Collectors - Several custom diseases to challenge your players - Moral dilemma at the end of the adventure which the characters will have to solve - New custom monsters to make combat encounters truly memorable and exciting - High-quality maps, also available in universal vtt format Look out for the next adventures in the Carnival of Lost Souls series: Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! They will be released over the course of the next two months. Once all four adventures are out, we will also release a special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure which will explain the basics!