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Cover of Encounters in the Radiant Citadel
Encounters in the Radiant Citadel
5th Edition
Levels 2–13
22 pages
0

Set in the Radiant Citadel, this is the perfect supplement to your "Journeys Through the Radiant Citadel" campaign, allowing adventurers to explore the ancient city and discover more about its people and places. From the Trade Discal to the Preserve of the Ancients, delve deeper into the secrets of this bastion of wonder and hope. Included in this supplement you’ll find: 10 one-session encounters for characters ranging from levels 2–13 A hand-drawn dungeon map for a new area in the Citadel 3 VTT maps 5 original stat blocks 2 new magic items A printer-friendly version with only essential graphics and text And a host of memorable NPCs! Easily drop an encounter into your existing campaign or build out a new adventure entirely. You’ll find a broad range of themes to help your table bring to life this ancient city in the heart of the Deep Ethereal Plane.

The Goatskull Helm
5th Edition
Levels 1–2
35 pages
0

The Demesne of Rangers is at war with the Horde of the Black Blood – an alliance of rampaging tribes of goblinkin. It is the heart of winter and the forest sleeps uneasily under a white veil. This is a time to huddle before the fire, not be out in the cold fighting a war but the heroes have no choice but to infiltrate the occupied territory in order to find and destroy the dreaded Goatskull Helm. Hope for victory hinges on the success of this quest and the call goes out for heroes to gather. The Goatskull Helm is an adventure module compatible with the Fifth Edition. This 35-page adventure is designed for a party of 1st level characters and will see them through to the 3rd level. This adventure is set in a fantasy medieval world with the mythological flavour of Ancient Greece. However, it can be easily adapted to any other medieval fantasy setting. This adventure includes entries for familiar monsters that are modified to better fit the setting as well as five new monsters and new equipment and magical items.

Cover of Flight of the Magpies: An Eberron Adventure
Flight of the Magpies: An Eberron Adventure
5th Edition
Level 3
28 pages
0

In Flight of the Magpies your party is employed by a famous band of sky mercenaries to do a simple job: find out which airship will be transporting a mysterious prisoner. Simple jobs turn into crazy adventures in Eberron though, and this module is no different. Will the party rise (or fly?) to the challenge? Flight of the Magpies is an adventure for a group of players at level 3 that can be played early in an Eberron campaign to start things off with a bang. It was originally devised as a one-shot and can still be played as one, while also being a fun introduction to this game for new players. It will take 3 to 5 hours to complete as a single session, or it can be split in two shorter ones. This adventure is appropriate for beginners as well as experienced players, and contains enough information on the World of Eberron that you don't have to do any "homework" to play it. Statblocks for all the custom enemies you may fight in this adventure are also provided, so that you can start playing without having to own any other book.

Cover of Abominable Adventures - An Encounter Guidebook In The Frozen Tundra
Abominable Adventures - An Encounter Guidebook In The Frozen Tundra
5th Edition
Levels 1–4
38 pages
0

Abominable Adventures - An Encounter Guidebook In The Frozen Tundra is a collection of 12 unique Tier 1 side stories filled with danger, horror, & mystery for Dungeons & Dragons 5th Edition. It can be easily integrated into your adventures set in the frozen lands of the North or during any Icewind Dale: Rime of the Frostmaiden campaign. Featuring ❄12 unique pre-adjusted Tier 1 encounters ❄38 pages filled with amazing artworks by artists from all around the World ❄A handy and image-free print-friendly version ❄Coloured battle maps that can be printed or used in your VTT platforms ❄New frightening creatures!

Cover of The Snarlmoth's Loom
The Snarlmoth's Loom
5th Edition
Levels 5–8
16 pages
0

In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.

Cover of Dragon of Icespire Peak
Dragon of Icespire Peak
5th Edition
Levels 1–6
64 pages
0

An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.

Cover of Still Waters
Still Waters
5th Edition
Levels 6–8
14 pages
0

STILL WATERS Sushi or Steak? Freshwater sahuagin!? Landlocked for hundreds of years, this colony of sahuagin have adapted to live in fresh water and flourished in secret, at least until recently, with the aid of a mysterious patron. Now, they need the party’s help to retrieve something precious to them… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 6th-8th level characters by ALAN TUCKER

Cover of CCC-MAG01-03 The Clock that Didn't Tick
CCC-MAG01-03 The Clock that Didn't Tick
5th Edition
Levels 12–15
30 pages
0

Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.

Cover of Deicide
Deicide
5th Edition
Levels 1–20
296 pages
0

Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.

Cover of Rise of the Druid's Curse
Rise of the Druid's Curse
5th Edition
Levels 5–7
24 pages
0

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.

Cover of Kalzok's Hideout
Kalzok's Hideout
5th Edition
200 pages
0

Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.

Cover of In League with Devils
In League with Devils
5th Edition
Level 6
27 pages
0

This adventure is a supplementary scenario for Baldur’s Gate: Descent into Avernus, which can be used while the party is fleeing Elturel and are heading towards Fort Knucklebone at level six. It entails a bargain with Bagrivyek, the goblin deity of cooperation. The God offers them a deal they can’t refuse, significant magical assistance for their quest, should they become its test subjects in a fight to the death with some of its elite troops. Devils that have been infected with a special substance, which is called soul-ichor and was created by a psychomancer, in search of his own power. The heroes will have a chance to interact with a god and bargain with it, a fight to the death at the Hellbent Fighting Pits, and also get a chance to learn of or even be introduced into a long-forgotten school of magic. Will the players reap all the benefits of this god-deal, or suffer the consequences of failing?

Cover of Nobody Expects the Thranish Inquisition
Nobody Expects the Thranish Inquisition
5th Edition
Level 5
12 pages
0

The Keeper of the Flame—head of the Thranish church—has died and an election is coming. Two religious orders want their candidates elected by any means necessary. Deceit. Terror. Murder. Nothing can stand in the way of the Inquisitors of the Pure Flame. Except maybe a young girl who can perform actual miracles… "Nobody Expects the Thranish Inquisition" is an adventure for an EVIL party of 5th-level characters. The players take control of the ruthless, cunning, moustache-twirling inquisitors of the Pure Flame. Their enemies, the Flame of Purity (an entirely different religious order), have discovered a wonderchild—a girl named Jaela Daran—and are planning to elect her as the next Keeper. In order to prevent this, the characters must investigate three miracles that the girl has already performed and erase all traces of them. Then they must bring her before the assembly of cardinals and expose her as a heretic. What could possibly go wrong? The adventure takes place in the world of Eberron but can easily be transposed to another setting.

Cover of A17: Haunting at Rybalka Lodge
A17: Haunting at Rybalka Lodge
5th Edition
Levels 7–9
? pages
0

With royalty coming to town, the reopening of the new Rybalka Lodge couldn’t be timelier. Although the place is warm and inviting during the day, it becomes a different place at night. Locals refuse to approach Rybalka Lodge and the owner is fire-fighting rumors of it being haunted. The original lodge burned down just one year ago, possibly by Vikmordere arsonists, and killed the visiting Ambassador Valdritch with his entire retinue. Now with the imminent arrival of a Klavekian Prince on the anniversary of the tragedy has stirred up both memories of the fire and the spirits of those consumed in the flames. Can the party get to the bottom of what is going on before the prince sets foot in town? Will the spirits of those who suffered from the arsonists attack get their revenge? Will the Vikmordere try to instigate another assassination attempt? And who is the mysterious woman occasionally seen in the shadows around the new lodge? Also included in “Haunting at Rybalka Lodge”: The Incorporeal Inquisitor, a new class for your players! Loads of New Magic Items: Capture Crystals, Release Crystal Orbs, Circlet of Destinations, Ring of Light Effects, Illusory Glass New Location: Rybalka Lodge Todd Gamble’s Maps of Awesomeness

Cover of First Adventure
First Adventure
5th Edition
68 pages
0

Six kids, one heartfelt promise, one incredible exploration! First Adventure is a one-shot designed to be played as a long session of five hours or two shorter sessions of 2-3 hours each. Keep the promise you made to your dying mother! Journey to an old, abandoned mine to search for the gateway to the Faerie Realm! Fail in your first attempt and regroup again 17 years later to keep the promise! A well balanced mix of exploration, role-playing, riddles, combat and tons of fun suited for both DnD newbies and veterans!

Cover of Unknown Whom
Unknown Whom
5th Edition
Level 0
17 pages
0

This uniquely styled adventure involves players starting out with little information about the characters they will play. No characters are prepared in advance. This is a nonstandard method of play. Player characters only know their names, ability scores, race, and background. This adventure was created to give the feeling we got as kids just starting out with D&D. It will be great for new players and seasoned vets alike. Who is in charge? Who is torturing the players? Let the chaos begin…

Cover of FV2 - Urgoth's Canyon
FV2 - Urgoth's Canyon
5th Edition
Levels 3–5
22 pages
0

This area of adventure is a continuation from FV1 – Jeopardy Caverns and picks up where the party left off. If your party discovered the “back door” this is where it leads. It also offers an opening that flanks Jeopardy Caverns that has a perilous rope bridge to navigate! This area provides multiple smaller adventures and was utilized to get the party from different adventures. Portions of this adventure can be used as fillers in your own campaign. I hope you enjoy it as much as my players did!

Cover of DDEX01-04 Dues for the Dead
DDEX01-04 Dues for the Dead
5th Edition
Levels 1–4
25 pages
0

For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.

Cover of CCC-GHC-BK1-01 Into the Border Kingdoms
CCC-GHC-BK1-01 Into the Border Kingdoms
5th Edition
Levels 1–2
10 pages
0

"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harker’s Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?

Cover of A Boy and his Modron
A Boy and his Modron
5th Edition
Levels 1–4
38 pages
0

A young boy befriends an extra-planar construct that has mysteriously appeared at his family’s farm. Once the boy finds out that other creatures are coming to take it back home, he comes up with a plan to get help from the party to save his new friend. Fairly in depth adventure with plenty of RP opportunity.