A self-contained, zero-prep one-shot for 2-3 players at levels 2-3, playable in a single 2-3 hour session. Cattle are vanishing in the night, perfect rings are seared into the fields, and villagers who have seen the lights come back changed. The party investigates a frightened farming hamlet, tracks the lights to a disc-shaped craft half-buried in a crop ring, and boards it to rescue a missing farmer's daughter before confronting the cold intelligence that pilots the vessel and escaping as it climbs. A played-straight horror-comedy: every villager treats the terror as real, and the comedy grows from absurd specifics rather than winking at the premise. Four acts across 18 keyed scenes, four pregenerated characters, six original stat blocks, five battle maps, a genuine branching choice, scaling for 2-4 players, and Game Master guidance throughout.
At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/
This 4 hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot. Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party. Inside you'll find: * Three battlemaps * Introducing the ice encrusted skeleteon, a hardier version of the standard skeleton for colder climates.
𝐂𝐨𝐫𝐚𝐥 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐚𝐫𝐢𝐝 𝐓𝐡𝐞 𝐒𝐞𝐜𝐨𝐧𝐝 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Emerald of Aquatic Perfection, reputed to be held within an extraplanar undersea genie basilica. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟐𝐭𝐡-𝟏𝟓𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟒𝟎 𝐩𝐚𝐠𝐞𝐬.
A sunken ship...a lost relic...a race against evil! A seafaring adventure for charactes level 5-7! Years ago, the Salt of the Wavemother terrorized the seas, captained by the fearsome Cutter Blighe. Overnight it vanished along with all souls aboard. Now cultists are seeking Tarsik Bilgebreach, rumored to be the only surviving crew member. It's up to you to accompany Tarsik to the wreck of the Wavemother and prevent the cultists from acquiring an artifact that would give them control of the sea! Includes suggestions on how to place the adventure in your larger Ghost of Saltmarsh campaign, including faction opinions of the events!
Nearly two thousand years ago, in the land which now holds the Klavek Kingdom, a different power ruled the land. The Saatman Empire was a land unlike any seen before or since: it was a place where dragons ruled as gods, each in their own kingdom keeping lesser races as cattle. And above all of these god kings stood and watched the Saatman, an emperor among god-kings. Eventually, the humans rose up, and great heroes struck down Saatman, bringing the empire to the ruins it was today, and scattering their servants. But not destroying them. Now, a cult still dedicated to the dragon-god-emperor has returned the ancient dragon to life. In revenge of his own empire, he has declared war on the Klavek Kingdom – and commanded the death of all humankind. Can the party stop the genocide, and turn his own allies against him? Also included in “Saatman’s Throne”: A detailed system for reputation and infamy amid a city warring houses – all of which lay claim to dozens of mad wizards! The city of Gustavin, where dragons are gods and feuding houses control every coin. The Scrollblade, a powerful weapon that can store any magic it chooses Radiant Elixir, and endless source of magical power, at a steep price A great and terrible spell, Genocide A stitched-together monstrosity, the Serpens Appendix: Gods and Kings detailing hidden secrets in the Klavek Kingdom Maps by ENnie award winning cartographer, Todd Gamble
Melvaunt is a city of merchants and metalsmiths. The docks are constantly filled with ships from Hillsfar, Mulmaster, and more distant ports. The northern coast of the Moonsea is an inhospitable place, and its people have a reputation for being rough and unfriendly. But they don’t go around murdering one another in the streets. At least, not usually. Was that a scream you just heard? Part One of The Chaos in Melvaunt.
DC-POA-PND-2 What Skitters Beneath? (Part 1 of the Strange Case of Erland Forsk) Strange things have been happening near the Wet Trout Tavern by the Easthaven docks. Mysterious lights, missing items, missing people, and now the bartender swears he saw a ghost! Can you help get to the bottom of this? Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3 Using the DungeonCraft seed Burrowing Borrowers Don't go into the Basement! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Where the cockroaches dance You can wallow in romance But don't go in the basement! Oh! You may think that it's deluxe To ride the banister filled with rust Oh, don't, don’t, don’t, don't go! Don't go in the basement! —Danny Elfman, Don’t Go in the Basement ```
Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods. As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythology—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient history. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs. Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?
It's the day before Christmas and Santa's sleigh is stolen with the party on board! Can they retrieve the magical Cheer Core in time to save Christmas? The party takes on the roles of Santa's Helpers, gnomes that work in a new and industrialized North Pole. They're sent into the belly of this year's sleigh (a coal-powered machine the size of a warship) to deal with some minor pests. While they're inside, the sleigh is hijacked by redcaps that work for an evil witch that is jealous of Santa's popularity and wants nothing more than to steal Christmas for herself. Includes Christmas-themed monster stat blocks and magic items, all custom-built for a fun and lighthearted holiday adventure for a level 5 party.
The Harvest Festival has come to Concord, but with it comes danger - a bulette and its calves are here, too, and the storm is coming! Published by Loot The Room
After hunting for the Pirates of Ebor along the coastline, you witness a strange event. A great colossus is seen as you travel along the coastline and you are informed that it is the “Artifact at Gegios”. As you put into port, you make inquiries and decide to investigate further, after all, an artifact is usually useful! Is your party strong enough to uncover the truth of this legend?
Take the adventuring party on a journey through a nasty, smelly swamp as they follow an exotic map which (they hope) leads to a grand treasure. Unknown hazards, NPCs, adventure, and creatures stand between them and the X that 'marks the spot' on the map. This adventure includes: •Custom art •8 hand-drawn maps (color and black & white included) •3 new creatures •1 new magic item •Includes a printer-friendly version of the adventure. Into the Belly of the Beast runs smoothly as-is, but an additional 8 encounters are included. These encounters can be used to lengthen the adventure, or they could used separately and added to your own campaign.
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 Harmonium in Sigil request the characters travel to Haerton Fort in the Outlands to capture a fugitive, only for the characters to be caught in the middle of a siege!
Save the village of Millvein! Prevent a war with the drow! In this 3-4 hour adventure for 4-5 characters of 2nd level, travel to a small chitine lair to prevent them from destroying the small village of Millvein and inciting a war between the surface and the drow. Includes: A 3-4 hour adventure for 2nd level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. See where the adventure began in Into the Underdark - Part 1 A Family Affair The adventure continues in Into the Underdark - Part 3 They Call It A Mine
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
"A curse has spread through Darkroot Forest! Plants are attacking people, and the very air seems poisonous once you travel deep within the woods. Your group has decided to investigate this area, and rumors have it that the abandoned town of Faeriewell is where this disease started spreading. Or maybe the people of a nearby settlement asked for your help? or perhaps a noble Lord that just inherited the land hired you to clear out his new forest? This part is really up to you." The Curse of Faeriewell is an adventure for a level 5 party that you can easily drop into a campaign or play as a standalone one-shot. It will last between 3 and 5 hours. It is setting agnostic, but best at home in a Fantasy world. This adventure can serve as an interlude from your main campaign, a sidequest or simply as a one shot.
For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.
Beneath the blood moon, a dark monastery appears for one night atop a high plateau. Inside its walls, the mighty black lotus flower reaches its full bloom. Can the characters steal inside the monastery, defeat its sorcerous guardians, and claim the blossom before the sun rises? Monastery of the Shadow Sorcerers is a fiendish sword-and-sorcery adventure and includes: -An extra-planar monastery brooding beneath the blood moon -Sorcerer-monks who move like smoke and strike with fire and blade -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops