Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…
You are charged with rescuing Bea’s missing sextuplets and must bring their captors to justice. A walk in the park for brave adventurers, unless the trail extends beyond the darkness.
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 it’s vile secret. Light must return to Holmford before history repeats and more innocents perish.
Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the characters ally themselves with the Doomguard of Sigil and are sent to the Tomb of Bardarock in the Outlands, a former member turned lich who must be stopped.
The adventure begins with the characters discovering the recently murdered Returned, Varyas, and confronting his killers. Varyas's gold mask bears a code on it, one that points toward the sage Khea who lives in the nearby polis. When the characters investigate, they learn from Khea that the writing is undecipherable except for the first line, which refers to the legendary Court of Orestes, a site sacred to the god Phenax. She also notes that a recent earthquake has uncovered a cave along the Khystonos River that could be the secret site's location. If so, then perhaps within lies the key to deciphering the mask, along with its own treasures. With the information provided by Khea, the adventurers set forth into the wilds, where they'll face multiple storied dangers before reaching the Court of Orestes. Once at the lost holy site, the characters discover ancient guardians, as well as an unliving entity with the potential to reveal Phenax's lost secret.
HUNTING DEMONS RIDDING IMPILTUR OF FIENDS, ONE FIEND AT A TIME Demons and cultists rampage through the countryside of Impiltur, causing much sorrow and loss to the common folk. Hardy adventurers collect bounties from what government remains in the Kingdom. Can the heroes track down and destroy the demon that is plaguing local farmers? Do they have what it takes to join the Kingdom-wide Society which governs and regulates who can collect bounties on demon heads? Do the common folk want their help? An 4-6 hour adventure for 4-6 characters of level 5-7 Includes maps, handouts, stat blocks, and a new magic item!
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?
"Lost Halls of Everforge" is a flame dragon wyrmling lair suitable for four or five 3rd level characters. This adventure can be completed in one session.
Levitt Ansell, a local human celebrity and philanthropist in the town of Askert, wants to recruit a party of adventurers to help him on a mission, so he has put out flyers around the town telling candidates to come to his house on this date, and has arranged a kind of obstacle course in his garden to test their mettle. Contestant teams are invited to enter a pavilion and collect as many eggs as they can. Some need physical skill, others need puzzle-solving, others a little luck, and just a few need combat. Originally designed as a short introductory adventure for a campaign to bring 1st-level characters together.
The Shades of Bodach Ridge Whitepeak has a dark history of black magic originating with the evil witch Skruul the Reaper. The dark rituals she conducted seemed sure to plague the region, until a plucky group of adventurers thwarted her plans sending her into a state of perpetual fractured undeath. Now souls scatter from her old haunt on Bodach Ridge. What could have set these souls free?
Come and wolf down the adventure! It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council send out a desperate plea for brave adventurers to destroy the beasts. Is the job as easy as a walk in the woods, or is there more to the Wolves of Welton than mere animal cunning? There’s only one way to find out… A fresh take on the ancient 'kill ten wolves' quest that RPG fans will be so familiar with, The Wolves of Welton is designed to be played from start to finish in just one 3-6 hour session with limited preparation from the DM. All major characters have roleplaying notes included and full-size environment maps are included.
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
A cave-in at the dwarven mine exposed a passage into the eerie, alien world that lies deep below the surface. Monsters poured out of the darkness and killed many before the surviving miners made it back into the light. Now they seek brave adventurers to face the dangers down in the dark depths. As a one shot or the first adventure of a new campaign, The Eyeless in the Dark carries new and experienced players away from the light of the ordinary surface world and down into the fantastical dark depths where here there be monsters. Chock full of adventure, as well as design notes for Dungeon Masters that will help novice and veteran DMs provide their players with an exciting and memorable game night, and leave them eager for the next session. Use this adventure in combination with the Integrated Hill Encounters and/or the Forest and Grasslands to create an open world sandbox of adventures that can fill many sessions of a campaign.
The village of Trunton is the focus of conflict between the ruling paladin of the God of Vengeance and secretive cultists. As the PCs become embroiled in the unrest, a series of supernatural events lead them to investigate a ruined tower outside the village. When they discover the grim secrets underlying the situation, whose side will they take?
The town of Canticle Bay has long been dependent on ocean fishing for its economy, and as demand has grown, the town has increased its efforts to supply the inland cities with the best seafood. Recently, however, the men who go out on the boats haven’t been coming back. A newly formed group of adventurers have been sent by the guild to investigate the missing men. Where are they? Those that are still alive can be found in the watery depths amongst the Sirens sworn to protect the ocean. Faced with the truth, whose side will the party take?
Stormy seas rock your vessel, tossing her about like a toy in the jaws of a hound. Thunder rolls in the distance. Then, an arc of lightning splits the sky, and the sound like an exploding fireball all but bursts your eardrums. Your mainmast, struck by lightning, burns, splinters, and topples onto the deck like a felled oak. The last thing you hear is the cracking of wood as the deck explodes into splinters, and the ship is torn asunder. All goes black. You awaken in shackles, half-submerged in water, and surrounded by salmon-pink coral. You survived, but what fate awaits you now? The sound of soggy footsteps echo down the hallway. A creature approaches with an answer. This week’s encounter is Coral Colosseum, a combat encounter in which the characters must prove themselves as worthy gladiators to escape the clutches of a ruthless sahuagin baron. This encounter can serve as a follow-up to Encounter of the Week: Sharkfin Shipwreck, or as a stand-alone mini-adventure. It could also serve as an introduction to Ghosts of Saltmarsh, which releases on May 21st, 2019.
This adventure is designed as a side quest that can be inserted into an ongoing adventure or campaign. It involves a series of three linking scenes (and an optional fourth research scene between the others) that can be placed in between the action of whatever other event the party is undertaking. Ideally the scenes of this side adventure should be spread out and inserted into the game over several sessions of play.
An offer of exploration and adventure leads to a chilling underground dungeon. A mystical object is being asked to be retrieved by the local Wizard. This is the second adventure in a miniseries with the following adventures being: A Chance Encounter An Urgent Rescue A Dark Veil Falls
Sewers of the Underguild is an adventure designed for characters of at least 11th level, and characters up to 15th level will find plenty of challenges. Hidden within these narrow passages and filth-filled channels is a guild of vampiric rogues, led by their master Sangre and his aide, a nycaloth called Ankoz. Deadly traps abound, so a skillful rogue will be a lifesaver. Because of the high likelihood of desperate combat with numerous vampiric and monstrous opponents, it is suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ruin or location that fits your campaign purposes. A thriving metropolis that just happens to have a large crime and vampire problem would fit the bill nicely. In the Lost Lands campaign setting of Frog God Games, the Underguild is located in the sewers beneath the ruins of Curgantium, the ancient imperial capital of lost Hyperboria. Located at the edge of the modern Kingdom of Foere, the Underguild still finds itself located centrally enough to pull the strings of its weblike network running throughout the former lands of the Hyperborian Empire.