Agents of evil are attempting to complete a dark ritual in the icy depths of Gloomthrone Citadel, a ritual that would surely spell disaster for the kingdom if completed! Led by the priestess Z'ress Baenre, a coterie of drow have overtaken the abandoned tower and fortified it with their minions. It's a race against time for the PCs to make their way through Gloomthrone's defenses, and put an end to Z'ress and the foul magic she is using.
FVC8 – Youngblood Keep has a seasoned party meeting with Lady Enorra, a noblewoman at the northern frontier. She has requested the party by name to help her recover a valuable artifact called the Eggstone. After accepting the job you find yourself at a locale known as the Chapel of Ancients and that is when things really get strange! Youngblood Keep used to be a fortress in the area but was ripped from this plane of existence to another. Who’s up for a quick trip to Hell and back?
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.
The Brightness of Mornstead This challenging, three-hour, one-shot adventure is intended for parties between levels 5-8. Five years ago, a dragon destroyed the peaceful town of Mornstead. Now, a man named Wiles Killinger has rediscovered a mysterious artifact from the ruins and seeks revenge against the dragon that destroyed his life. However, not all is as it seems in this tale of lore, mystery, and betrayal. Will the dragon be slain by mighty heros or will the horrors of the living dead return to cover the land? Adventure Features Flavor text and pre-written quotes let the DM jump right in with minimal prep time. A level-scaling table for on-the-fly-customization of the final battle. NPC information and backgrounds. Multiple plot points that can be expanded into a full-fledged campaign.
It is Midwinter. The air is cold, the wine is warm, and all sensible adventurers have their feet up before a blazing fire. But a mysterious bard, a broken man, and a clockwork pig, lead our heroes into an extraordinary land full of strange magic and terrible danger. Before the adventure is over, they will be faced with a heartbreaking dilemma, one that can't be resolved through might alone. It features exploration, roleplaying, puzzle solving, and fanastical combat encounters! The adventure includes 10 new monsters, 8 new magic items, and an amazing map by Elven Towers!
A 20th level one-shot "An ancient white dragon guards a mystical portal. Its power grows and threatens the world with eternal winter. Can the adventurers close the portal and defeat the dragon? Or will they end up just another frozen snack?" Not sure of what to throw at your epic level players? Try this! This 20-page, 4-6 hour adventure is sure to give them a chance to prove their worth. It includes... - An arctic location adaptable for any campaign - Three large battle maps - Action-oriented stat blocks for all monsters - Snow weirds! - ...and other stuff! Perfect as a high-level one-shot or a campaign finale.
This adventure is an exploration in creativity for the GM as the players are invited by a stranger in the center of town to play a board game called Ij’Namuj. With a devilish smile he promises a grand reward if they can complete it successfully. Unfortunately, the game unleashes chaos onto the world around it, causing terrifying weather phenomena, death knights to appear and hunt players, or even causing all of the chickens in town to go rabid and attack. The only way to return things to as they were is to complete the game, so best get to rolling those dice!
What happens when you are invited to a dinner party at the Karnov Mansion during a full moon? Certainly nothing good. The wonderful dinner party, complete with excellent food, drink, and company, soon evolves into a 'cat & mouse' game that has the adventurers fighting for their lives. Will they survive? And will they uncover the secret of the Karnov Mansion? Although the adventure is set in a non-specific location and can be dropped into any campaign, it feels right at home as a Curse of Strahd or Ravenloft one-shot adventure.
Love, Madness, and Immortality Collide Within the Haunted Halls of a Cursed Manor. Step into Immortality Manor, a 5e-compatible adventure that fuses gothic horror, intricate puzzles, and immersive storytelling. This campaign plunges adventurers into a tragic tale of obsession and dark magic. Explore the haunted estate of Stomund Wysalt, uncover secrets, navigate deadly traps, and make choices that will shape—or doom—your fate. -- Gothic Atmosphere: Every room is steeped in dark fantasy, offering a chilling gothic setting perfect for horror fans. -- Unique Resurrection Mechanics: Death isn’t the end. The Resurrection Coffin revives players but with growing exhaustion and increasingly dire consequences. -- Multiple Endings: Will you free Lucinta from her cursed prison, confront Stomund, or become trapped in the manor forever? -- Sandbox Exploration: Explore the manor non-linearly, uncovering secrets at your own pace with layers of mystery and puzzles. -- Intricate Mystery: Unravel a tragic love story while solving dark, intricate puzzles. -- Funhouse Dungeon Crawl: Play as a combat-heavy, puzzle-filled dungeon crawl for an action-packed experience. Key Details: -- Level Range: For parties of levels 1-3 -- Playtime: 3-6 sessions, or use each room as individual encounters. -- System: 5e-compatible, easily adaptable. -- Downloadable Content: Includes detailed maps, NPC character sheets, and tokens for all NPCs. Can you uncover the secrets of Immortality Manor, or will you join its list of eternal victims? Also available as a VTT on Roll20: Immortality Manor | Roll20 Marketplace: Digital goods for online tabletop gaming
“Traversing the planes of existence is no easy task. Only extremely talented and knowledgeable people could manage it.” A mysterious thief stole a dangerous artifact, called the Tome of The Stilled Tongue from the tower of Lady Blackstaff of Waterdeep, Vajra Safahr herself, leaving the tower by opening a portal to the Elemental Plane of Fire. The archmage immediately calls the band of adventurers who are staying in town to chase down the thief and return the dangerous book to its place. This adventure can be used to kick-off a planar campaign or as a standalone one-shot. A Chase Through The Planes features: - An exciting journey across the multiple planes of existence: Elemental Plane of Fire, Shadowfell, Feywild, and Ysgard - Exploration of morkoth island and lair in the Astral Sea full of weird creatures, strange phenomenons, and dangerous encounters - Heavy use of Supernatural Regions from Tasha’s Cauldron of Everything - High-quality battle maps, available in printer-friendlier and universal vtt format
The PCs are asked by a friend, Captain Erfaran Honamatros, to find out what has caused the death of one of her fellow captains. After weeks of storms and bad weather, ships from Mohkba haven’t been arriving, but a body has floated in. Captain Honamatros is so concerned that she offers her ship, her crew and even to pay for the journey if the PCs come along, as well as everything they find unless it is a keepsake. The captains that sail the Serpent Lake are experienced women and men and the loss of a ship and its complement is a rare event outside of war. What starts out as a journey to discover what sank a ship quickly becomes more involved. Former companion creatures of a giant appear, telling of a floating island causing chaos, and when the PCs find this island, they discover it holds new occupants who have no wish to leave and a weather machine that has been damaged and is malfunctioning! The task is now to decommission the machine and make the sailing route safe once again. But where do you start when a violent storm is raging around the island and the giant’s former home is now upside down? Also included in ""When the Ship Goes Down”: Choice of crowd control rules to deal with a riot A minor artifact weather machine and its extreme weather table New Monster: the Elektrohydra New Monster variation: the Lightning Mephit (3.5E), Snow Roc and Incorporeal Giant 4 new Magical Items, including a Weather Machine in need of repair! 3 new Traps! Suggestions to adjust the encounters for parties of different levels and hooks to continue the adventure"
Everyone starts out their career with big dreams ready to take on the world. As you head out towards your fame you discover an abandoned manor house. With hope your in your heart you wonder if anything of value is left in the ruined building. Cautiously you enter...
The mining town of Glister has a problem. The latest caravan only arrived with a part of its supplies. Orcs waylaid them, took much needed goods, and are now making demands that the town return an artifact that is theirs, but the town is unfamiliar with. Help track down information about this artifact and possibly defend the city from an orc invasion! A 4-hour Adventure for 1st-4th Level Characters Part 2 of Kossuth's Kiss
Wanderers emerge out of the desert in the dead of night, bending low against the driving sandstorm. They are adventurers, heroes whose tale has yet to begin. And they are in trouble. For he last three days, a raging sandstorm has harried you. Your faces and hands are rubbed raw by the driving sand. Worse, not once has the sun risen in that time: 3 days worth of unbroken night. Finally, something rises out of the yellow-black haze. A massive structure, outlined in moonlight. The heroes are TRAPPED in a cursed land, harried by sandstorms. They stumble apon a ruined city and a DARK TOMB that lies beneath. Can they find a way to escape this land? Or are they doomed to be drowned in the SORROW OF THE SAND LORD?
You have traveled to the westernmost point in the Duchy of Starryshade as you make your way to the borderlands. Your final stop in the duchy is a small roadside inn called the Shepherd’s Spear Inn. While stopping for a respite you hear a few tales including a mysterious abbey nearby. This structure is said to only appear for a short time every three years. Magic and wealth are said to be lost within the walls of this structure and with little else to do this might be a final hurrah for your stay in Starryshade!
This short adventure can be used to give a 5th level PC an experience point boost, if they have fallen behind. As the name suggests, it takes place in a swamp, where a group of Lizardmen are terrorizing the local farms. Unbeknownst to the farmers, a far larger threat exists in the swamp…
Far from shore, in the cold depths of the ocean, lies a legendary whirlpool, five fathoms wide, hungry for sailors, their ships, and their goods. By its side sits a man-eating monster, many-headed and hungry for any who escape the maelstrom. But beneath these perils are the ruins of a palace, rumored to be filled with treasure beyond imagining and, maybe, a history of secrets lost to time beneath the waves. In the midst of a storm, the party’s ship is caught in a strong current. The whirlpool traps them inside of the ruins of an underwater palace, which was once home to a group of nymphs and now is the last vestige of the story of how the nymph Scylla was transformed into the infamous peril she is today. Pgs. 165-171
The people of the Linsholm fear orcs are about to raid their small farming village. For the past several days, they have been seeing orcs in the hills and forests around the village. They don’t realize that something much worse than this small band of orcs is out there. For now, it’s hunting the orcs. But if the townsfolk aren’t careful, they could be next. Protect the village of Linsholm, but perhaps not from what they fear. Discover that not all orcs are evil. Reunite the fractured orc clan, and broker peace between them and the villagers. Uncover what is hunting the orcs, and the secret to their power. A 6-8 hour adventure optimized for a party of 4th level characters.
Fall into heroism! The young heroes from Exallizar Preparatory Academy are back for their second adventure – and this time, there’s no safety net. A nearby town has sent out a call for aid after a mad hermit has promised to spread untold misery during their yearly harvest celebration. Your group has been selected by the administration to answer that call, and act as representatives for the entire school! You dare not fail. “A Frightful Time” includes: The second leg of the adventure started in BASIC-1 The return of Ronus, Willow, Meeris, and Kale, fully upgraded to level 2 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 Part of a series of seasonally thematic modules, BASIC-2 can be run to completion in 3-6 hours
You wake up in a pitch-dark cavern... The stench of bodies fills your nostrils. The crack of bone and the sound of teeth rending flesh are the only sound you hear. Something is feeding nearby...something you can't see. We Eat in the Dark is a deadly adventure for 3rd or 4th level characters. Navigate the caves of the Darkshard Abattoir, where light sources are muted and creatures hid invisibly in the dark. Fight for your life against troglodytes empowered by a mysterious artifact and other cavern hazards. Includes an appendix for limited starting gear for a more lethal challenge. A perfect murder-happy one-shot for your players to question your friendship.