For the past several nights, drums have been heard on the wind, coming from the Twilight Marsh. Each morning, more turn up missing from the nearby farms, leaving only muddy, clawed foot prints heading towards the marsh. Can you help find the lost and bring justice to the abductors?
Constructed into the side of an active volcano or buried deep beneath the ground lies the Temple of Pure Fire. Within its walls is enough flame and lava to make even the hardiest of adventures question their decision to pass through its doors. This temple contains grand constructs that have laid dormant for hundreds of years, but stir from their great slumber when they are needed to defend this former place or worship. Grand forges, lava-fueled smelters, and even an obsidian lava transportation vehicle wait within the walls of this ancient temple.
In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror
Kidnapping and politics as usual? Not so much. Something is different about this job, and you just hope that difference doesn’t get you killed. Contains sexual content.
A Scarred Lands Adventure. Maghiel has learned the location of the staff of Zuvys and has devised a way to use its power to aid her in summoning some strange fiends known as the “Mouths of Vangal”. What purpose she has in mind, what part this plays in her plan, only she can say. She has sent her henchman, a twisted wizard named Anuzor Okalis, to fetch the staff of Zuvys by whatever means necessary. Anuzor has used his magic to charm, disable, or destroy the Order of Silver guardians, and has penetrated the inner sanctum of the shrine. A Vengeance of the Shunned Side Quest The Staff and the Secret Shrine is a side quest that can be played standalone or used with the Vengeance of the Shunned campaign. Over 20 community content creators have banded together to bring a full-length campaign to the Slarecian Vault! Vengeance of the Shunned takes your adventurers across Ghelspad on a quest to end the greatest threat to the world since the Titanswar! This campaign offers adventures from levels 1-15, and will be releasing new content weekly ALL SUMMER LONG! Vengeance of the Shunned continues with A Titanic Feast by Jeremy Hochhalter! Published by Onyx Path Publishing
The player characters have put into a tropical island for repairs to their ship. But the local village is almost deserted, and the jungle hides a secret that is both terrible and tragic. Can the player characters put to right something so foul that it seems there can be no redemption? An adventure for four 2nd level characters. For 5th edition Dungeons and Dragons. Includes a write up for the necrophidius and a new creature called a spirit of despair that combines a template with an NPC class to present a new challenge to the PCs.
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…
Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Don’t miss this exciting conclusion for the DQ series.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
Bakunawa rose from the sea, her scaled and slick and massive form rising up over cities and mountains, her teeth glistening and her eyes filled with desire, and she opened her mouth wide. The moon, Mayari, looked on as the Celestial Eater grew closer and closer, stopped only when Haliya arrived and struck the great serpent with her sword. Haliya's mask reflected the warrior goddess' rage as she fought the serpent back into the sea, forcing it to retreat. It would only be a matter of time before an attempt on the moon's life would be made again, be it Bakunawa or one of the other Celestial Eaters. And as she laid to rest, she knew both herself and the mortal races would need to be ready. The Islands of Sina Una is a new Campaign Setting for 5th Edition that pulls from precolonial mythology and culture of the Philippines. In the time since Bakunawa's last attack the mortal races that inhabit the island recover slowly as life goes on. While some do battle with the monsters that roam these lands, others work as intermediaries, communicating between spirits and deities to help protect and guide their people. And yet, there are still others who choose to align with the terrible Celestial Eaters, to destroy the moon and bring about the end of all things.
"A series of disturbances plagues the Dyn Singh Night Market, an endlessly changing maze of stalls filled with incredible wares, enticing smells, and magical lights. Accusations fly as the characters become entangled in a feud between the well-respected Tyenmo and Xungoon merchant families of the Siabsungkoh valley. To prevent the families' conflict from escalating, the characters must earn the trust of the market's vendors and gain their help to unmask who's behind a rash of vandalism and thefts."
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
In the ancient town of Cragwatch, the first harpy reveals that the legend of her origin is a malicious lie. The story goes that she pined for unrequited love, but in truth she was punished for refusing to submit to a god’s will. The harpy cannot reveal this truth alone. The party has been summoned to stop her tale from spreading. Will they discover the true story, or will they help to silence it?
Short adventures and persistent random encounters to shake up the streets of your city! Tiny Weird Adventures: Urban Edition is a collection of short Tier 1 adventures to be used in conjunction with the Fifth Edition of the most popular fantasy RPG of recent times, easily adaptable to your medieval fantasy game of choice. You will get 6 urban-themed adventures to enhance your game with stories of exploration and intrigue around a big city. Each adventure describes short-lived events that can range from a short random encounter to a one-shot adventure. Each adventure has its own Weird Rumors and Unfolded Paths that will help you expand your campaign in new directions. Content 6 Tiny Weird Adventures! The Creepy Handshake: In the midst of a major crime wave, adventurers are hired to find a lost "pet". His identity, however, is somewhat peculiar... The Trickster Sword: In the big city, not all that glitters is gold: play this adventure to meet a magical weapon from another world. Vengeful Trash: What happens when a faith man loses patience? The gods aid him, of course! Help maintain order in the city or face the weirdest kind of creature ever seen! Sick City: Living behind the great walls of a big city may seem safe, but what if the real danger comes from within? There is no time for quarantine: cure the curse that falls on the population or go insane forever! A Love Supreme: After an unresolved event, two souls separate. Is every form of love valid? Play to find out! The Mug Mystery: In a newly opened tavern, a picture of a bald dwarf holding a mug is getting everyone’s hair up. Appendix with tables to generate NPCs instantly! A multitude of names of various types: human (male, female and neutral), elven, dwarf, dragonborn, orc, and surname for Halflings. Additional rules to give your NPCs more color, granting them Desires and Personalities. Quick custom NPCs creation according to its stat block: generate specific Personalities and dDesires for your guards, thieves, and town clerics. 5 new monsters and antagonists! Use the bizarre and smelly Garbage Golem and scare your players with the fury of rot. Add an extra dose of horror to your game with Unraxda, the demon of subterfuge and violence, able to possess and control his victims Meet little Crawly, the best undead rogue in town. Populate your encounters with the Fragile Zombie and give your players the opportunity to make their way across the battlefield by slicing through these weakling monsters! Lopo the Necromancer is the low Tier version of an end-of-campaign boss: perfect for starring in a battle full of evil minions.
The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster?
On a nameless, featureless demi-plane the Tarrasque rages across an all-encompassing nothingness. Last seen on Faerun a century ago during the cataclysm of Odobaz, the battle mage order of the Eldritch Storm sacrificed itself to banish the mighty titan to its demi-plane prison. Now a foul power emerges in the High Ice and nightmare visions of the Tarrasque trampling cities wrack the minds of the living—can your adventurers defeat the Horror Under the Mountain?
An Undying Evil In Belthaar, city of dark alleys, strange cults, and rival sorcerers, a threat rises from beyond the grave! Can you solve the mystery of the Necromancer's Knife before it is too late? Savage Swords and Sinister Sorcery "The Necromancer's Knife" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition. Note: This standalone adventure was originally published as part of the collection "The Spider-God's Bride and Other Tales of Sword and Sorcery". This new version has been updated to fifth edition rules and includes new maps and artwork.
Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure
This oneshot adventure is to help teach new players AND new dungeons masters how a game works. You’ll find easy guides and simple stream game. This adventure will guide the player to level up to a level 2. This adventure is for 4-5 people, though you can adapt it to fewer, if needed. It is a very short adventure for those with little time who would like a taste of D&D in its simplest of form. You will adventure to Bruxhelm, in the Sword Coast, where the players have a dilemma to solve. Nature is running wild! Well.. more than usual.