This adventure has been designed as a one shot adventure for 4-8 players, pregen 5th level characters included, in 4-6 hours. It tells a classic story of the "good" races oppressing the "dark" races, with their warlike expansionist ways.
“Strahd isn’t a villain who remains out of sight until the final scene. He travels as he desires to any place in his realm, and the more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter…” -- Curse of Strahd What secret lies hidden in the village of Aracos that draws the devil Strahd von Zarovich? It is ancient, reaching all the way back to the days before Strahd became a vampire, before Barovia was torn from the mortal realm and cast into the Demiplane of Dread. The Song of Aracos is an adventure for the Dungeons and Dragons 5e Roleplaying Game. The module is optimized for five characters of 6th-level and is intended to be used in conjunction with the Curse of Strahd hardcover adventure by Wizards of the Coast. In The Song of Aracos, your player’s characters come face-to-face with Strahd as the vampire struggles to understand the compulsion pulling him to the village of Aracos. Whether they choose to help, or stand in his way, depends on them, and the fates.
HORROR THEMED ADVENTURE FOR THIS HALLOWEEN!!! EXPLORE A HAUNTED PIRATE SHIP!!! What is this adventure? This is a short location-based horror adventure where the characters explore a haunted derelict pirate ship in the ocean. The whole adventure can be played in a typical four-hour session. The Derelict is perfect for situations where the party suddenly decides to sail off into a completely new direction and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. Since combat is not the main focus for this adventure (it is more atmospheric and exploratory), scaling this adventure for parties of different levels is trivially easy. How to use this adventure? This adventure can be used in two different ways - A random encounter - This is perfect for use for a random encounter in the sea A retrieval mission - This adventure can also be used as a missionto retrieve an artifact that was looted by the pirates a long time ago What is included? The adventure pdf DM's map of a haunted pirate ship with four separate levels High resolution maps for the pirate ship (all four levels), which can be printed out as a tabletop map to play on.
A book donated to the library-city of Candlekeep details how the previous owner created a mansion in a pocket dimension and what the command word to enter is. The gateway was recently discovered, and the characters need to enter the mansion to retrieve the researcher who rediscovered it.
The Knights of Sum have guarded the western frontier of the Duchy of Starryshade for nearly two centuries. Wingfield Fortress has been the focal point of their power and a safe haven for travelers willing to cross the Plains of Aegoth. As you venture west to further your careers you have received word that the mighty keep has fallen! Are you and your compatriots ready to help the legendary knights?
You are aromantic, and your best friend is aromantic. There’s only one thing to do: go and fight a dragon. Two Aromantics Spend an Entire Day Doing Everything Except Experiencing Romantic Attraction is an unapologetically no-romo single-player adventure for a level 4 character. It should run for approximately 3-5 hours. This adventure requires at least some knowledge as to what it means to be aromantic. There are many useful resources available online for those unfamiliar with this term.
Barbarian forces are handing out trouble to the combined forces of the Inydo Federation and your assistance has been requested! You have been told that the aggressive forces are being bolstered by a rumored, powerful wizard. The general of the military has asked you to skirt around the major engagement areas and attempt to locate and capture/kill the troublesome wizard. A major windfall will be given to the PCs as Xalo Mendas, leader of Helvana is known to add treasure to agreements if handled “effectively”.
Ra’s Evil Grin challenges adventurers of at least 11th level who are seeking a powerful magic item—the globe of Arden. If a different item suits your campaign better, another appropriate powerful item can be substituted as the final objective. This dungeon culminates in a battle with Dendorandra, a lesser marilith known as a dark daughter. As a lead-in to this adventure, the GM may use a map from another treasure hoard showing the location of the globe (detailed more fully in “The Legend of the Globe of Arden,” below) or a priestly tome describing Arden, the long-dead avatar of Ra, and the wondrous powers of an unknown artifact called the globe of Arden. Such a tome might mention that the globe emits rays as intense as those of the sun, destroying all they touch. In any event, characters should need to consult with sages and oracles to determine the location and history of the globe and dungeon. A sage could also provide a map to the dungeon’s location, referenced in the “The Legend of the Globe of Arden,” below. We set the dungeon on a small, remote island far across the sea, but you can relocate it to suit your campaign. This dungeon provides numerous puzzles, a few traps, and only two monsters. Those monsters, though few in number, should challenge and threaten even the most combat-hardened party—particularly after the party encounters all the vicious creatures that inhabit the Island of the Globe.
The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city.
𝐅𝐨𝐫 𝐭𝐡𝐞 𝟓𝐭𝐡 𝐞𝐝𝐢𝐭𝐢𝐨𝐧 𝐨𝐟 𝐭𝐡𝐞 𝐰𝐨𝐫𝐥𝐝'𝐬 𝐦𝐨𝐬𝐭 𝐩𝐨𝐩𝐮𝐥𝐚𝐫 𝐫𝐨𝐥𝐞𝐩𝐥𝐚𝐲𝐢𝐧𝐠 𝐠𝐚𝐦𝐞! In the steaming jungles of the east, the Feathered City rises like a jewel from the lush forests. An important stop on many aerial trade routes, the skies above the city are filled with griffons, rocs, and airships from the far corners of the world. But your adventure takes you to the very belly of this exotic city. Forced into the service of a night hag, you must help her find and eliminate her enemy - a demon with no name, that rules from the shadows. This is a mystery adventure for characters level 5-10, and optimized for a party of 5 level 7 characters. It takes about 10 hours, or two sessions, to complete. 𝐁𝐞 𝐰𝐚𝐫𝐧𝐞𝐝 - 𝐭𝐡𝐢𝐬 𝐢𝐬𝐧'𝐭 𝐚𝐧 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐟𝐚𝐢𝐧𝐭 𝐨𝐟 𝐡𝐞𝐚𝐫𝐭! It contains horror elements that may be too graphic some players, and even worse - this adventure packs an old school punch. Teamwork and caution are needed to survive long enough to hear the Tiger's Song.
As a new Ice Age spreads across the Forgotten Realms, cities fall to the unstoppable Glacier of the Frostfallen – all but Stormhaven, holding on against the forces of the Frost King. Neverspring Frost is a 17th-20th level campaign for seasoned players featuring the existential threat of an eternal winter blighting the world of Toril. The city of Stormhaven has managed to survive the Glacier, a wall of magical winter that has enveloped the land. From Stormhaven, a party of adventurers arises as legendary heroes who will strike back against the legions of Frostfallen and reclaim the world.
A terrible and unnatural fear has come over the people of Waterdeep. In a matter of weeks, dozens of people are missing, and more disappear each night. Rumors tell of curses, phantasms, demons, and possession. In truth, these are the victims of tiny parasitic brain maggots unleashed by the illithid dragon called Brainstealer. The fate of its victims fall on your shoulders, as you discover his lair and prepare to raid it.
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace? Work together to clear the abandoned mine of it's undead hosts and retrieve what gold and treasures you can.
Small town merchants, frustrated after being continually conned with counterfeit coinage, want help capturing or defeating a magical thief. This 18 page adventure takes the party into the wilderness to storm a previously abandoned tower and capture a mischievous gang of bandits. The party must be quick and stop the gang before the criminals escape in the safety of the clubhouse they built in the branches of their awakened tree ally. This one shot adventure is balanced for four 3rd level characters. It should take between 3-5 hours to complete. It can also serve as a difficult challenge for 2nd level characters or a fun, but easier session for 4th level characters. It takes place in the Forbidden Realms with no set location. It can be easily run as a standalone adventure or fit into an existing campaign that takes place anywhere near forest, such Neverwinter Wood.
A storm brews on the cliffs, and thunder takes wing. Near a remote coastal village, livestock vanish and tempests rage without warning. Locals whisper of a legendary beast: the Stormwing—a massive eagle wreathed in lightning, said to nest high among the windswept cliffs. But is the creature truly a menace… or merely a misunderstood force of nature? Dare your party scale the perilous cliffside, brave elemental hazards, and confront the Stormwing atop its thunder-blasted perch? Inside This Adventure: ✅ A lightning-charged dungeon crawl through cliffs, caves, and stormy ledges. ✅ A dramatic final encounter with the Stormwing—can your party fight, negotiate, or outwit it? ✅ A thunderous environment with gusts, static surges, and dangerous terrain challenges. ✅ Unique rewards, including the Gloves of Conducting, a magic item that crackles with power. ✅ Multiple adventure hooks for easy campaign integration. This adventure is part of Thirsty Tiger Tales, an ongoing collection of thrilling one-shots for D&D 5e! Perfect for a one-shot or a side quest in any elemental, coastal, or storm-themed campaign. Pay What You Want until the end of May! Suggested price: $1.00 Will your party tame the skies—or be cast down by the storm?
After resupplying equipment, health, and morale, you have heard of a job opportunity available at a nearby pub. After first missing out on the chance, your fortunes change and get the job. After boarding the Gnome airship, the “Marietta”, you head off across the sea to locate the captain’s missing brother. You find out you will be going into the jungles of the lost Pula Noa tribe. Rumor and legend surround these natives as having streets and buildings paved in gold, silver, and death! This adventure setting was designed for 5th Edition rules D&D for the Filbar Campaign for mid-level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!
An initial level adventure, this scenario has allowed for each PC to have an encounter as they get to the community of Lakedale (offered earlier) to prepare for their career. After successfully getting to the town the new PCs quickly discover a job opportunity pertaining to an overdue shipment from a Gnome Alchemist. Gelbo Green, alchemist, has an agreement with one of the merchants in town and is late on a delivery. Lettice Beauson runs the Purloined Purse and is looking for a group of adventurers to check on him. Time to start your careers!
Years ago a Gnome female named Carlota retired from adventuring and built a small tower not far from Dano’s Point. While the illusionist/tinker kept to herself her home was reputed to have a cache of magical items from years on the trail. It has been several years since anyone has seen the diminutive woman and she is believed to be deceased. As you begin your adventuring career you decide that a trip to the tower is in order. If Carlota is alive, perhaps she can give you advice, if she isn’t perhaps you can help yourselves to some of her items.
Drawn by greed or curiosity the adventurers enter the strange ruins of castle of madmen. Terrible monsters stalk the hallways, but the greatest challenge is not merely to survive but escape with their sanity intact. The Palace of Sweet Dreams sends the adventurers on a different and challenging dungeon exploration, where wits and smarts will be key to survival. Those who the masks may seem harmless ... The adventure contains new monsters and magical items to keep your players on their toes and let them discover how magical items can present their own adventures. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
You and your associates dreamed of being big shot heroes but all you've managed to do was run afoul with a group of humanoids. Your speed has managed to distance yourself out of spear range and reached the river. The pounding waterfall matches the blood rushing in your ears and you try to move across the waterway only to find a cave system behind the water.Leaping in, you take a fortified position against the "horde"!