A simple hunt for a werewolf, or so we thought. Find its lair and slay the beast. No use for wolfsbane or other superstitions. Silver and magic would win the day. A worthy challenge, but nothing horrific, surely. Yet we never expected what we found in the Graenseskov, and our hubris cost us dearly... ๐๐ก๐ ๐๐๐๐ฌ๐ญ ๐จ๐ ๐๐ซ๐๐๐ง๐ฌ๐๐ฌ๐ค๐จ๐ฏ is an 80-page bookmarked Ravenloftยฎ adventure for characters of 1st-4th levels focused on mystery and exploration. It can be used in conjunction with ๐๐ฎ๐ซ๐ฌ๐ ๐จ๐ ๐๐ญ๐ซ๐๐ก๐, either as an introduction to Barovia or adapted as a side quest, as part of the original expanded Ravenloft setting, or it can be used as a stand-alone horror adventure-setting. ๐๐ก๐ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ซ๐ ๐ก๐จ๐ฅ๐๐ฌ ๐๐ฉ๐ฉ๐ซ๐จ๐ฑ๐ข๐ฆ๐๐ญ๐๐ฅ๐ฒ ๐๐ ๐ญ๐จ ๐๐ ๐ก๐จ๐ฎ๐ซ๐ฌ ๐จ๐ ๐ ๐๐ฆ๐ข๐ง๐ ๐ฐ๐ข๐ญ๐ก๐ข๐ง ๐ข๐ญ๐ฌ ๐ฉ๐๐ ๐๐ฌ, and potentially much more for groups embracing an investigative style of play. In the mists at the edge of Count Strahd von Zarovichโs realm lies the Graenseskov, a land of deep woods and bleak hills overrun with wolves. A Beast haunts these misty lands, leaving bloody corpses and terror in its wake, the product of a hagโs curse placed upon the boyarโs manor. But the Beast is no arbitrary killer. The PCs find themselves drawn into the mystery of uncovering the Beastโs identity and breaking the hagโs curse before the Beastโs final victim gurgles their last breath and the Beast is beyond any hope of redemption. Requires the ๐๐ฎ๐ง๐ ๐๐จ๐ง ๐๐๐ฌ๐ญ๐๐ซ'๐ฌ ๐๐ฎ๐ข๐๐ and the ๐๐จ๐ง๐ฌ๐ญ๐๐ซ ๐๐๐ง๐ฎ๐๐ฅ. This is a 63 Mb ZIP file containing a watermarked PDF of the updated adventure, a PDF with handouts, a PDF DM's cheat sheet, and PNG files of the Graenseskov region map for the DM and players. ๐ ๐๐๐ญ๐ฎ๐ซ๐๐ฌ: โข The DM (or the Tarokka) determines the guilty suspect and their motives, offering a different experience for each groupโs play-through. โข A vivid cast of characters with a NPC index. โข Escalating random encounters, special events, and techniques for DMing a mystery. โข New monsters: black annis hag & loup du noir. โข All units given in SI & metric. โข Handouts and maps for DMs and players. โข DM's cheat sheet with quick prep notes, clue checklist, handy Tarokka tables, tips on running the Beast, and a decision point flowchart. ๐๐ก๐ ๐๐จ๐ฆ๐ ๐๐ก๐จ๐ฐ May 16, 2016 DM's Guild Pick of the Episode! Thanks James! http://www.thetomeshow.com/e/round-table-119-giants-and-the-talented-bestiary/ ๐๐๐๐๐๐ ๐๐๐ ๐๐ฎ๐ฅ๐ฒ ๐, ๐๐๐๐ ๐๐ฉ๐๐๐ญ๐: The big update! Fixed several editing and grammar errors, including an error in Appendix D, and the repeated paragraph on page 12 (page 13 in new document). Added a new special event - Hanging the Vistani - to Chapter 1 which ties together several dangling plot threads. Clarified "Adjusting the Adventure" & added Werewolves in the Mist to the "Adventure Hooks" in the Introduction. Added two pieces of thematic filler art. ๐๐ฉ๐ซ๐ข๐ฅ ๐๐, ๐๐๐๐ ๐๐ฉ๐๐๐ญ๐: Added a DM's cheat sheet PDF to the zip file.
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.
This adventure is designed for the D&D Adventures League Season 5 - Storm Kingโs Thunder campaign, and is meant to enhance your partyโs connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm Kingโs Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world โ as long as it has dragons and deserts. Enjoy!
Your expedition to the wastelands proved fruitless until you came across a group of Bedouins. The locals report that they may have found a tomb hidden below the swirling desert sands. Intrigued, you and your group examine the site unaware that you are about to stumble into the deadly Gonnagetcha Tomb!
Rare portals between the planes sometimes appear in the Caslan Woods. Recently though, these mythical woods have slowly moldered into swampland. As if that wasnโt grim enough, bands of ogres and kobolds raid nearby settlement without fear of reprisal. Your adventuring party traverses the Caslan Woods, hoping to find the source to these strange occurrences. What lies at the heart of the swamp, however, is anything but expected.
This is the laboratory of High Alchemist Sureves Epans. He led a group of alchemists in research for many years, but recently there was a bit of a mishap. He discovered his wife was cheating on him with one of his employees and while in a drunken stupor trying to create a discreet potion to deal with the two of them, he let loose an infectious plague on the lab which turned all but a lucky few in the facility into shambling husks of their former selves., fused with their own creations as their minds turned to know but one thought - rage. This dungeon has rules to modify all encounters for a group of players levels 4 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to bring a sense of terror and anxiety on your players. I consider this to be the Horror-themed adventure of the module so feel free to add some creepy music and extra details along the way to bring the area to life (or death).
The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the millerโs daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action. This book contains a full length tabletop roleplaying fantasy adventure: Advancing players from one to three. Sixteen monsters and characters. New Games Masters advice and guides. A fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game. Published by Blue Sword Games
The Proving Glade is a one-shot adventure meant for parties or duets. Your characters arrive in a small settlement that has a big problem. The forest, its lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out. Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover whatโs truly going on? I wanted a forest adventure that felt alive and busy. I also didnโt want every encounter to be solved with the swing of a sword. The Proving Glade is about questioning value, morality, judgement, and redemption. This adventure was written as part of the Summer 2019 RPG Writer's Workshop. We also submitted In the Heart of the Forest. While these two adventures are not necessarily connected, they both involve navigating difficult and dangerous scenarios in a forest and could naturally be strung together. This Product Includes -A 3 to 4 hour one-shot designed for parties or 1-1 play. -A new Sidekick stat block: Daelin Hoofbane, ranger extraordinaire. -A new custom creature: the mysterious and powerful Alseiad, a glade nymph of incredible beauty. -2 new maps: One region map for the forest around Quaervarr near Silverymoon and one battle map for The Hydra's Mire.
An unceasing rain has settled over the hamlet of Holmford and with it a darkness has fallen. Minister Scrim is dead, livestock and crops wither and rot and now a child is missing. Whispers of an old hate returning feed fear and paranoia. All the while the Hornwood looms hiding itโs vile secret. Light must return to Holmford before history repeats and more innocents perish.
Mykon Drift, genius inventor and entrepreneur, has disappeared on the eve of his greatest ever product launch, and nobody seems to know why or where heโs gone. Certain jaded onlookers might think this is for the best, for Drift is a disrupter in the truest sense, and the technomantic marvels he creates often wreak havoc on the guilds and economies of the Sword Coast. But titans of industry like Mykon Drift donโt just disappear for no reason, and his most loyal apprentice is willing to pay to find him. Unfortunately, that apprentice isnโt willing to pay very well, so what they get is the Grib-bits Detective Agency. "The Gribbits Detective Agency Part II" is a Dungeons & Dragons adventure for four 2nd-level characters. It is designed to follow on from "The Gribbits Detective Agency", and should be played in a single sitting.
A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.
Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knightโs immortality lies in the signet ring worn by every Silver Knight. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming
An alien being, dark omens, and vanishing ships send the adventurers to a mysterious island newly appeared in the Sea of Swords. But can the characters uncover the mysteries of the Changing Island in time to save Faerรปn from a terror from another plane? A dark fantasy adventure for characters of 11th to 13th level.
Just beyond the fields of Orleans a small hole in the earth hides treasure and monsters. The townsfolk are far too scared to delve inside the abandoned cave, but the marquis needs its silver, and right quick. Just a couple of miles away from the town of Orleans, between rolling hills and well maintained forests, a small mine, long abandoned, lies in wait. Once a lucrative silver mine the โlittle caveโ is now shunned by both the miners and its owners, the marquis of Orleans. Local whispers say that a few decades ago its miners stumbled upon something evil that lurked beneath the earth which killed the marquisโs son and twenty miners. Old people tell of a curse that lay on the mine which if reopened would cast doom upon the town. A few even tell of tiny demons, not taller than a housecat, that live in the mine and torment the smiths of the city. True or not these stories have all one thing in common: they have kept people from using the mine and extracting its precious silver ore. This that has plagued the marquises for three generations already and so the last heir of the family, Touvel of Orleans, is looking for brave adventurers, knights, sorcerers and all able bodied folk that wish to brave the mines and secure them from whatever evil may lurk inside them.
People in the Blight begin to awaken at night burning with an all-too-real fire. Most of them die horribly, spouses or lovers staring in shocked horror at their sudden death throes in the grip of consuming flames. A few of the truly unlucky actually manage to survive -- if living in such a state can be called survival. There seems to be no rhyme or reason in the victims of these incinerating dreams, as those among the high and low fall victim to its touch, and the locals each pray that he or she will not be next. Now no one dares to sleep. By renowned author and creator of the Blight, Richard Pett, The Crucible is a 7th-level stand-alone adventure of urban horror set in his own crooked city of the Blight. This adventure may not be suitable for children below the age of 13.
Avast me hearties! FT33 โ Port Plunder is our first offering of March and, as always, free! This pirate haven is one of two home bases for the Pirate Lords. The community is everything you would expect from corsairs complete with an active tavern district! If your campaign is in need of an island retreat, look no furtherโฆgrab it, rename it, use it, and enjoy it!
"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
The party finds themselves in a town being plagued by goblins, but not ordinary goblins - these goblins are zombified. Many of them are missing limbs and dripping with rot, but they still march to town with powerful intent. The party must help track down the origin of this plague - a Necromancer whose Blight Stone has been stolen by a group of mischievous kids who thought it would be fun to mess with the strange old man out in the woods.
There is little time to celebrate the victory at the Well of Dragons. The Lordโs Alliance believes the Cult of the Dragon has a stronghold in Calimport, the home of vanquished cult leader Severin Silrajin. To find the secret stronghold, the heroes must explore the Palace of the Red Pasha in the cityโs Wizardโs Ward. Can they unravel the cultโs next insidious plot? This is a Dungeons and Dragons adventure for characters of Level 16, springboarding from the events in The Rise of Tiamat in the Tyranny of Dragons storyline, although it can also be played as a stand-alone adventure.