The Heart of the Haunted Sea e adventurers are on a storm-wracked ship, seeking the island of a long-forgotten, abandoned temple to the Sea Demon. In the temple, an extinct people sacrificed their wealth, their criminals, and their kings to quell the demon’s wrath. Untold treasure is said to just be lying there. Are your heroes bold or ruthless enough to claim it? Written by Shane Ivey and illustrated by Kurt Komoda, “The Sea Demon’s Gold” is an adventure for the Fi h Edition of the world’s most popular fantasy role-playing game. It can be played in any fantasy world you choose. It also makes the perfect introduction to the Broken Empire, a world of ancient mysteries, perils, power, and corruption featured in the Swords & Sorceries adventure line by Arc Dream Publishing.
Bloodpurge, a bayou village in the Flooded Forest, has come under siege by malevolent powers. Many hunters in this shanty-town have gone missing. Desperate folk murmur rumors of evil lurking in the willow groves.
Welcome to Waterdeep! A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
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.
Lycanthropy or Misanthropy? When the moon shines brightly, someone – or something – is stalking the streets of Timbertown. Can the heroes figure out who – or what – and settle the matter before panic breaks out?
Frog-Emperor Tadpool has led his people to the wonderful warmth of the jungle peninsula, and seeks to be part of the grung village of Dungrunglung. However, he'll need some impressive gifts if the grungs are going to let their poison-less cousins move in. The adventurers will assist the king's aide, Pond-Dredger, in completing these tasks. This adventure should take approximately two hours and is designed for a party of four players, ranging from levels 3-5. Jungle Politics is a short, lighthearted module that can help facilitate the player's introduction to Dungrunglung. If aided, the bullywugs can translate the grung language to common, an invaluable asset when dealing with a race that speaks only one language and who are known for poor tempers.
The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.
How many times have you started a campaign and it dissolved before you reached the top tier? How many builds have you made, all of them assuming reaching level 20, but you have never managed to try them out? Put your regular campaign on hold and see what happens when PCs reach level 20! “Finders Keepers” is an epic Dungeons and Dragons adventure, set in Forgotten Realms and beyond. The stakes are high: the location of one of the legendary Books of Keeping has been discovered, and now various powers of the universe vie for control over that power… Devils, demons and fallen angels; the mighty shall fall and who is going to be left smelling the ashes? The adventure starts with a fight with an ancient red dragon. Then things escalate and your players will have their 20th level spells, powers, and skills tested! Battle the game's most powerful beings, visit distant planes and make world-shaping decisions! The fate of Toril is in their hands…
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
Descend into the depths of a tomb which has remained undisturbed for decades. However, a few weeks ago, the gears of war started turning, grinding the northern folk to dust. An undead host marches, leaving a trail of destruction in its wake. A decisive strike to cut off the snake’s head might save thousands of lives! Pgs. 16-39
Jarl Aelfric Whitehand of Jotunspine, one of the Moonshae Isles, is not happy. His ward, Cordin Wainthrower, has disappeared. Clues imply that Cordin has headed for a ruined keep deep in the Giantspine Mountains. The characters are tasked by the jarl to track down Cordin and bring him back to safety – the Giantspines are filled with many dangers including the legendary Winter King, a fey of great power. Will the characters force Cordin to return to the keep or help him in his quest to restore a family heirloom? If they help him, they must face the chilling depths of the crypt of Icegate Keep. Icegate Keep is an adventure for the first tier, levels 1 to 4. The adventure includes full scaling recommendations for each level, as well as four pre-generated PCs at each of the four levels. The adventure is designed to be tough for the pre-gen PCs, who have little magic to brave the icy mountains. It is estimated to take 4-6 hours to play. The adventure has several new monsters including Ice Wights, Ice Zombies, Frostsnakes, and the infamous Winter King. New magic items are also included such as the greatsword Frostreaver, the ancient Snowbane dagger, the Horn of the Howling Wolf, and the Throne of the Winter King. There is a player handout outlining the legend of the Winter King and three battlemaps showing separate levels of the small keep.
An ancient power has started to rise and threatens a small town. Venture into dark caves and put an end to the power creating the skeletons within. Intended for 6 characters level 5-10 Approximately 6 hours of play Featuring 7 new monsters A transforming boss encounter Easily set in your own world, Theros, or Ferun Can be run with the basic rules Full of unique art a map handout for your players and maps for your VTT You can lean into horror or you can keep it PG. Suitable for gamers young and old for one long session or three shorter sessions.
This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.
The frontier town of Ehrshire is expanding rapidly, much to the delight of the burgeoning town’s lord, Earl Wallace Viktir. In need of timber to expand his seat of power, the earl has sent logging crews to the surrounding forest, although recent delays have caused him to become anxious and impulsive. Earl Viktir has left for the logging site to see what is causing the setbacks, only to discover it disturbingly vacant! The task now falls to the PCs to catch up with the missing Earl Viktir and sort out the trouble in the woods, but such as task is easier said than done. Something has roused the local plant-life into a frenzy, as if the entire forest has an axe to grind against the loggers! Will the party be able to get to the root of the problem… or will they be left barking up the wrong tree? Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.
The wildly bonkers adventure from the hit podcast of the same. The Adventure Zone is heavily story based with about eight different arcs, each one quite different from the last. The first Arc gives an alternate ending to the Lost Mine of Phandelver adventure, which transitions into getting the players hired by a secret organization whose job is destroy incredibly powerful, and evil, magical artifacts. Then into your first job for them. The rest of the arcs are the players working for this organization, and discovering secrets along the way. Secrets of the setting, the organization, and themselves.
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)
Unravel the Mystery of the Darkside Brewery. Designed to be a fun, 5E adventure themed (loosely) around Cinco de Mayo... and the time magic called chronomancy. The Story. Nearly thirteen years ago, a powerful magic gripped the Darkside Brewery and sealed its doors. No one went in. No one came out. A few days ago, those doors reopened, releasing a silver mist that temporarily aged all it touched. Yet nothing else emerged. What happened to all the workers and visitors within? What could have caused the silvery mists? How could the doors have remained sealed for so long, and why have they reopened? Do you have the courage to figure out what happened within the Darkside Brewery? Gather your allies and find out!
Chasing pirates can be a dicey business especially with an ocean storm bearing down upon you. As you give chase to Captain Longstockings and her crippled ship, she wanders into a cove...TRAPPED! This criminal cleanup is almost complete...
In the fourth installment of the Into the Underdark adventure series, characters come face to face with the heretofor unseen puppet master behind most of the strife and chaos in the Shadowed Hallows, Gyldrith the Chosen, a dreaded deep dragon! Includes: Three all new maps of Gyldrith's lair, and those of her minions Two all new monsters, the Ancient Deep Dragon and her Warlock of the Deep Dragon A new player option, the Deep Dragon patron for the Warlock Class. Unnumbered maps suitable for use in your favorite VTT Continues the story from Into the Underdark Part 1 - The Descent with areas and NPCs from The Shadowed Hollows Gazetteer