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Cover of DDEX01-11 Dark Pyramid of Sorcerer's Isle
DDEX01-11 Dark Pyramid of Sorcerer's Isle
5th Edition
Levels 5–10
49 pages
0

Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.

Cover of Spelljammer: Adventures in Space (SAiS)
Spelljammer: Adventures in Space (SAiS)
5th Edition
Levels 5–8
? pages
0

A thrilling space-based adventure setting for the world’s greatest roleplaying game. Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.

Cover of Under Dovla Mountain
Under Dovla Mountain
5th Edition
Levels 9–12
24 pages
0

The Kierhammer clan of dwarves pride themselves as excellent excavators, but the respective families are not without friction. While clearing the entrance to the tomb of an ancient king, tensions rose following the death of one of the Kierhammers, who seemingly fell accidentally. It is your job to ensure the clan stays united, and when disease strikes, to make sure resources are managed properly, so that the mission is complete and you all return alive. A wicked force, however has other plans...

Cover of DDAL07-14 Fathomless Depths of Ill Intent
DDAL07-14 Fathomless Depths of Ill Intent
5th Edition
Levels 11–16
34 pages
0

The time is now! The yuan-ti lay on the cusp of freeing an ancient being of insurmountable evil from its imprisonment. Should this happen, Faerûn may very well be plunged into an age of darkness. You have traveled the width and breadth of the peninsula and learned what you could about your foe. Now it’s time to put that knowledge to use. Steel yourself, adventurer, there are important deeds to be done! A Four-Hour Adventure for 11th-16th Level Characters

Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of Escape from the Blood Fortress
Escape from the Blood Fortress
5th Edition
Levels 4–6
23 pages
0

Imprisoned in the first layer of Hell a group of unfortunate adventurers must find their way out amidst the chaos of the Blood War. Will they escape before the Lord of the Keep finds them? Well, only time will tell...

Cover of FV13 - Temple of Theasn
FV13 - Temple of Theasn
5th Edition
Levels 7–9
22 pages
0

Your party ventures towards the small town of Stoneridge to procure some of the ale reputed to be the finest in the area. As you near the community you meet a caravan group and learn of a problem ahead. A group of miscreants has been creating mayhem in Stoneridge and the party will discover that the brigands are in possession of a strange artifact and are seeking out the Temple of Theasn. Perhaps interviewing some of the captured warriors will reveal more information.

Cover of Rescue A Familiar Tale
Rescue A Familiar Tale
5th Edition
Level 0
49 pages
0

The Heartland Scouts – brave defenders of the Coast Way – have been captured! What their captors haven’t counted on is the adventurers’ feisty animal companions. Left behind, they are nevertheless bound to spell trouble! In this entirely unique adventure, players take on the roles of trusty animal companions and familiars on a quest to rescue their adventurer masters. Surely leaving behind a druid’s harmless badger friend is no threat to one of the great evil powers of the world – or is it? Rescue: A Familiar Tale features a story and challenges designed especially for the animal companions. Players choose and customize their animal companion from over 20 options, with illustrated character sheets included for each one. This adventure does not require existing player characters and can be enjoyed by players of any experience level with the game. While it makes for a perfect “something different” one shot, Rescue can also serve as a session zero for any new campaign and includes guidelines for a fun and surprising way to create inspired new characters at the adventure’s end!

Cover of Getting Your Feet Wet
Getting Your Feet Wet
5th Edition
Level 1
7 pages
0

The Thieves Guild Ebonclad has welcomed its newest team to the fold, assigned to the Keeper Reese Kincaid for instruction. The recruits are green, but capable. Their Keeper has devised a job for them to assess their talents. If his new team is successful, he gets some insight as to how his new Scraps operate, in addition to scratching something off his to-do list. If they die trying, well, then Reese has one fewer thing to worry about. The party must track down the slum thief Dale E’ssio, and reclaim valuables marked for the guild. Should anything unfortunate happen to Dale, there must be no evidence tracing things back to Ebonclad. The mission will require the party to enter Kintalla’s sewers to ultimately confront Dale E’ssio in a ruined slum house. Characters may have to explore the city while trying to get a lead on him.

Cover of Seeds of Chaos
Seeds of Chaos
5th Edition
Levels 1–4
11 pages
0

The Horror of Horticulture Valentine Manor is beauty entrapped in architecture. The lavish stately home is renowned throughout the realms, and its gardens even more so. However, despite its famed beauty something has found its way into the garden and corrupted its allure. Could it be something to do with the new gardeners, or something even more sinister? Free adventure!

Cover of Ransom at Falcon's Crest
Ransom at Falcon's Crest
5th Edition
Levels 3–5
29 pages
0

Bandits have kidnapped the eldest child of one of Timbertown’s prominent citizens, who is secretly being manipulated by shadowy forces. You are tasked to get her back. But there are questions. Is she his real daughter? Does she want to be found? Who is behind the kidnapping in the first place? If you bring Evi home alive, your rewards will be great, and your standing in the town will increase. But if you fail, or if the demon worshippers of the Fraternity of Tharos gain a further foothold for their secret society, Timbertown's future may be in jeopardy. This adventure can be played in any frontier campaign area, but is set in the author's home campaign setting of Timbertown, a barony in Impiltur, a kingdom on the Sea of Fallen Stars in the Forgotten Realms, also available from the Guild.

Cover of PL5 - Phoenix Island
PL5 - Phoenix Island
5th Edition
Levels 5–7
22 pages
0

After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…

Cover of SQ1 – Yearning for Adventure
SQ1 – Yearning for Adventure
5th Edition
Levels 1–3
32 pages
0

A religious festival in the nearby town of Saratoga is the spot your introductory level PCs have opted to begin their careers. With so many people coming to the festival the group anticipates finding information on adventures they can start their budding careers with. Action begins sooner than expected as the celebration is interrupted by a group of Stirges bothering some of the revelers and it quickly gets worse…

Cover of Adventures from the Potbellied Kobold
Adventures from the Potbellied Kobold
5th Edition
Levels 1–9
174 pages
0

Adventures from the Potbellied Kobold provides you with fifteen unique adventures to use as one-shots, additions to your current campaign, or inspiration for a new campaign. We've even included a way to link several of the adventures, allowing you to run a short and quick campaign. The adventures use basic 5E creatures, custom creatures, and several Kobold Press creatures. Each adventure is written for a specific party level, but we've also included suggestions on how to adjust each adventure for a weaker or stronger adventuring party. In addition to fun adventures, you'll also find a few new magic items and NPCs to add to your game.

Cover of The Roadway of Wrath
The Roadway of Wrath
5th Edition
Levels 3–10
12 pages
0

This one-shot takes place in a post-apocalyptic, steam-punk style of world. Steam powered vehicles of bronze, iron, and steel are used by most civilizations and competition over areas containing water is heated and frequent in the middle of this expansive desert. In this adventure, the party finds themselves involved in the plot of a woman named Therra to kill off the oppressive overlord of one of these desert villages. The party must steal a group of these vehicles - choosing to split themselves between the massive fourteen-wheeled Ravager, the flamethrowing Firestarter, the spike-covered Skewer, and the two-wheeled vehicle known as the Sidewinder, as they flee across the wastelands. They will fight off goblin, kobold, and orc vehicles as the overlord gives chase and eventually faces off against them in a final battle of steel and steam. There will likely be a great deal of chaos - people leaping onto vehicles, being rolled under them, or performing risky but entertaining maneuvers . . . make sure to embrace these and turn them amazing scenes. It is more about having a great time than it is about following the rules, especially in this particular one shot.

Cover of FVS12 - McAllister the Runaway
FVS12 - McAllister the Runaway
5th Edition
Levels 5–6
11 pages
0

This adventure was not meant to be a serious campaign addition but could with some tweaking. Instead, we present this as more of a seasonal classic based on a popular movie. The scenario is a solo PC attempting to locate a runaway during the holidays. With a gypsy, a runaway, and an old “abandoned” house what could possibly go wrong?

Cover of SQ17 - Grimoire of Deenus
SQ17 - Grimoire of Deenus
5th Edition
Levels 7–9
23 pages
0

Deenus was a necromancer that was put out of business a quarter century ago by a group of adventurers. Despite their success, the delvers were never able to discover the dungeon entrance. Your new benefactor may have information on that…

Cover of The Premature Burial
The Premature Burial
5th Edition
Levels 4–6
41 pages
0

The Premature Burial is the first in a series of four interconnected stories that recall the themes and atmosphere of Edgar Allan Poe's Tales of Terror. Baldur's Gate, year 1492 DR, a dark and terrifying sect works secretly in the slums with the aim of punishing all those who have long oppressed, marginalized and killed the city's poorest and weakest citizens. The patriars, unaware of anything, are the cult's main targets, and a magical plague is about to fall on them that can cause a veritable slaughter. The characters will find themselves caught up in these dangerous events and will be drawn into a spiral of horror, blood and madness that will strain their bodies and souls. The Prior who leads the mysterious cult has "a special plan" in mind for them and will do anything to achieve his goal. Players will be forced more than once to question their morals and make difficult choices in a scenario of complex social conflicts, personal revenge stories and tremendous machinations. What repercussions would the cult's plan have if it were carried out? And what would happen instead if it were averted and the patriars continued to run the city as they always have? Shadows as black as night once again loom over Baldur's Gate, and this time they may change its face forever. - Adventure: story lasting 4 to 8 hours for characters ranging in level from 4 to 6 - Setting: adventure set in the famous city of Baldur's Gate but easily adaptable to any setting - Narrative: detailed descriptions and an emphasis on story immersiveness - Roleplay: in-depth characterization of NPCs with biographies, descriptions of their personalities and their physical appearance - Bestiary: 3 new customizable opponents with the mechanics "Affixes," which can add an extra degree of complexity to confrontations, and " Weak spots," which grant a strategic advantage to characters who manage to discover them - Magic: obscure and unknown spells used by cultists to carry out their plans - Layout: designed to make it easier for DMs to browse information, featuring special attention to color coding and visual immediacy of text boxes - Maps: 3 maps available in high resolution, VTT and printer-friendly versions - PDF: available in high-quality, interactive, printer-friendly print versions - Playlist: a collection of songs selected by the authors to create the right atmosphere during game sessions

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 Trouble in Wealdham
Trouble in Wealdham
5th Edition
Levels 1–4
24 pages
0

Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure