Long before the rise of Waterdeep... Biblius ruled the sword coast with an open hand full of love and knowledge, but even the purest of men can fall when they hear greed's sultry call. Explore Biblius' forgotten library and discover if his mystical history of the universe is more than just a tragic myth. 13 Monsters mutated by arcane radiation 21 Unique and powerful magic items 16 Ancient tomes filled with forgotten knowledge 4 Bizarre NPCs that have managed to make the library their home 11 Lost spells from a time before humanity 9 Full color maps A 4-10 hour adventure for 8th level characters.
An artifact belonging to an ancient couatl god has been stolen from his shrine. Can the characters recover the Fangs of Oatali before the god's wrath unleashes a devastating cataclysm upon the jungle? Fangs of Oatali is a pulp-action adventure set in the jungle and includes: -Stealthy raids, hidden enemies, and the clash of two primal gods -Angry pterodactyls, massive sinkholes, and earth-quaking magic -Combat cards for each monster, PC, and special treasure -Beautiful, hand-drawn maps by Beware the Wizard, as well as high-quality digital maps for use with virtual table tops
Six murders in a single night! A major city in the Forgotten Realms is rocked by a series of gruesomely bizarre deaths of notable citizens. What mysterious murderer could have slain six people in different corners of the city? Why did the criminal leave a playing card at each scene? Could a high-stakes card game that happened ten years ago explain the goings-on? And, most importantly, is the goddess of misfortune personally involved?
A horror fantasy adventure for 3-5 1st level characters The hunched beast prowls the forest, sniffing at the still air. The roiling sky flashes and thunder breaks the silence. The time is near and the beast senses it. The monstrous form bounds toward the darkened village, a demonic howl in its throat... Shipwrecked on a perilous shore, a group of adventurers stumble into a blighted land and come face to face with a great black beast with a terrible curse. Can they unravel the mystery and solve the Barghest's curse before it’s too late? - 58 pages, 10 locations, 10 dungeon rooms - 2 new spells and 5 new monsters - Over 20 original illustrations - Inspired by English folklore - Emphasis on exploration, interaction, and usability
A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Katha is a fully built city with nearly a hundred NPCs, dozens of shops, and many different factions all vying for power over this growing city. Katha is a growing city-state that can expand (or regress) in any direction depending on the choices of your group. It can easily suit any party of any size or level but is designed for mid-level parties with money to spend. The city will grow (or shrink) and change at the party's every move, making it a city full of potential. The document also includes a map and key for the city, four stat blocks for two major NPCs, a new monster, a boss fight, and a dungeon map. Katha is designed to be placed into any setting with only minor alterations. Advice for how to fit Katha into your setting is provided throughout the document. Included is also a plotline that can span anywhere between four and ten sessions. The Cult of the Storm, a mysterious and millenarian cult, hopes to bring about the end of the world so that it may be reborn. Several of the groups and NPCs in Katha are secretly working for the Cult. Will your party realize that they are accidentally helping them in time to stop the Cult from assembling the four parts of the weather control artifact and starting The Storm? The plot will also develop the city and reward your party not with wealth, but with property and the ability to build what they want and invest their time and energy into growing Katha.
"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.
This scenario sees the adventuring party given an important quest to collect a number of broken magical seals and to light a number of magical braziers, all of which once protected the crypts of Kelemvor. In so doing, they can help to quell a devastating uprising of undead — organized by a powerful lich named Idris bent on destroying the city of Neverwinter. “The Crypts of Kelemvor” is a one-shot Dungeons & Dragons adventure for characters of levels 3 to 5, adapted from a quest in Neverwinter online.
The follow up to the ratfolk warlock lair, A Rat Among Us, Part One. It is suitable for four or five 3rd-level characters. The lairs can be run separately or together as one longer adventure. The Demon Lord of Rats is making his play for control of the city. Will our stalwart adventurers find the source of his power and thwart him?
Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.
The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”
Deep beneath the city streets lie the sprawling tunnels of a derelict sewer. Under the command of a vicious ringleader, a posse of thugs have claimed a forgotten undercroft as their own. In a shadowy mockery of the city’s grand markets above, they have set up their own trade, dealing in flesh to vile creatures and evil men. Published by Arcana Games
Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.
When the characters arrive at the fishing town of Estinn, they find it totally abandoned. Can they solve the grisly mystery of what happened to the town and stop a monstrous threat that lurks in the cold, deep waters of the bay? Born in Blood is a Lovecraftian horror one-shot for four or five 9th-level characters. It takes about 4-6 hours to complete and includes: -A gruesome mystery of betrayal and dark rituals -An underwater dungeon hidden beneath the sea floor -A harrowing battle with a newly born godling! -High-quality digital maps for use with virtual table tops
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
Your investigations into weird occurrences in Waterdeep's Field Ward leads you to the source of a disease that suddenly breaks out. You are the only ones who know of the cure, but you won't be able to procure it if you remained quarantined like the rest of the ward. The clock is ticking for you and your allies.
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 “little cave” 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 marquis’s 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.
Icecrag Monastery is located atop a towering mountain peak and has long been a haven for those that choose a peaceful and meditative way of life. After receiving a dire plea for help from the Icecrag monks the PCs make the long and dangerous journey to the isolated monastery. Upon arrival they discover a once stable relationship between neighbors has been shattered, though the catalyst is not readily known. Strangely enough an orc shaman, a lesson in herbalism from the old monks, and an old legend may help the PCs resolve the conflict and once again bring peace to the region. Also included in ""Icecrag Monastery"": The new ""Herbalism"" Feat introduced in the Apothecary of Icecrag Monastery A new magical plant form to go with the new feat Two new magical items; one used for good, the other: evil An exciting location to use in future games complete with maps by three time ENnie Award winning cartographer Todd Gamble Different ways to complete the primary quest
A high octane, edge of your seat, seat of your pants, run and gun thrill ride for your 5th Edition Dungeons and Dragons game. Life was peaceful in the pleasant village of Thornyfoot… until the Kobolds of nearby Crag Canyon started kidnapping their kids! Now the distraught villagers turn to a rag tag group of adventurers, who just happened to be having a drink at the local inn, to save the day. Do your heroes have what it takes, the right stuff, the metal, the intestinal fortitude, to fend off the Kobold Hunting Drakes, face the Kobold Commandos, take down the Kobold Air Cavalry and yes… defeat the Kobold Covergirl with the Gun? Will they climb the treacherous canyon, survive the forest gauntlet, storm the fortified keep, raid the dastardly dungeon and thwart the big bad evil nefarious kobold plot? Or will they die a horrible, brutal, violent, traumatic, explosive death? There’s only one way to find out. Killer Kobolds! Action just leveled up. Killer Kobolds is designed for a party of four to eight characters of levels 8 through 12, but could readily be tweaked to accommodate parties of lesser or greater strength. Intentionally set in an entirely generic small village in need, Killer Kobolds can be easily dropped into any Dungeons and Dragons setting. Recently updated with a Yawning Portal cameo, the content within fits perfectly into any Tales of the Yawning Portal campaign, slotting perfectly between White Plume Mountain and Against the Giants. Additionally, it could readily be worked in to your Tyranny of Dragons, Elemental Evil, Rage of Demons or Storm King’s Thunder campaign.
In Par2 - Patrician Stronghold, the base defense of the nation is discussed in detail. For decades the protective ring of fortresses has protected the country from outside forces bent on overthrowing it. This offering explains the general overview of the consistently made fortifications as well as giving a low-level adventure to explore a deserted one!