Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!
As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional adventures.
After several successful adventures, you and your associates have found safe haven in the city of Acre in Dilad. While you enjoy a meal in “The Hole”, you learn of a recent theft of a merchant ship. A Captain Ibanez approaches your group and offers a job opportunity to get the missing ship back!
This adventure is an exploration in creativity for the GM as the players are invited by a stranger in the center of town to play a board game called Ij’Namuj. With a devilish smile he promises a grand reward if they can complete it successfully. Unfortunately, the game unleashes chaos onto the world around it, causing terrifying weather phenomena, death knights to appear and hunt players, or even causing all of the chickens in town to go rabid and attack. The only way to return things to as they were is to complete the game, so best get to rolling those dice!
In Par2 - Patrician Stronghold, the base defense of the nation is discussed in detail. For decades the protective ring of fortresses has protected the country from outside forces bent on overthrowing it. This offering explains the general overview of the consistently made fortifications as well as giving a low-level adventure to explore a deserted one!
The leader of all the Shadow Guilds, the Ceta Consortium is gone, wiped out in a single night, without warning or witnesses. Their empire of control, secrecy, and soft-handed rule has vanished, leaving behind only rumors and blood. Now, the city of Lumina stands on the edge of something new... and something dangerous. Shadow Guilds is a system-agnostic tabletop campaign setting built for fantasy games that blur the line between ambition and morality. Set in a bustling metropolis of vice, corruption, and uneasy power, it invites players to step into the roles of underworld mafiosos, trying to make their mark—or just survive the fallout. Inside, you’ll find everything you need to run a campaign focused on gang politics, black-market enterprise, and the slow scramble toward power in a world that rewards the bold and punishes the careless. You’ll build a crew, carve out territory, and navigate a world where magic is outlawed, alliances are temporary, and opportunity lurks behind every closed door. This is not a story of chosen heroes or grand prophecies. It’s a story of clever rogues, ruthless enforcers, and ambitious criminals rising into the vacuum left by the old guard. The game leans into roleplay, style, and smart decision-making—but it doesn’t shy away from trouble when it finds you. Start small. Lie often. Watch your back. Shadow Guilds is a system-neutral campaign setting designed to drop into any fantasy world where criminal syndicates thrive in the shadows of power. Whether you're running a long-form campaign, a gritty one-shot, or threading a criminal conspiracy into your existing world, this guide provides the building blocks for a dangerous, decadent underworld full of secrets, turf wars, and moral gray areas. This setting assumes a single sprawling metropolis, where various criminal guilds operate openly or in secret. It leans into noir fantasy, urban intrigue, prohibition, and the uncomfortable alliances forged when justice fails.
A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play?
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
Terror Under the Sea The peaceful undersea village of Sequavia has been mysteriously abandoned. It looks like all of its Cheltarian residents have just stopped what they were doing and left. It’s up to a party of stalwart undersea adventurers to find where they all went, and bring them home. This Tales of the Valiant Compatible One Shot Adventure Provides: • A small dungeon for PC’s to explore • Statblocks for important NPCs. • 8 magic items that aren’t what they seem
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
A gnome tinker summons the heroes to his workshop, but before he can explain his request a vengeful fey creature arrives and disrupts the meeting. Estimated play time - 1 hour. This product contains a combat encounter designed for 4th level PCs, an extensive backstory, detailed NPC descriptions, new monsters and new magic items. Easily adaptable to almost any campaign setting. This side trek encounter is the first of a three-part Fey's Bargain encounter series.
When a galvanice weird goes berserk in an Izzet Laboratory and begins wreaking havoc on its way out, the evening’s events are brought to a halt. Someone needs to head into the lab, look for survivors, and try to find out what went wrong. This is an introductory adventure for use with Guildmasters' Guide to Ravnica and is set in the Blistercoils neighborhood of Precinct Five in the Tenth District. While Off to a Weird Start is designed for a party of three to five characters of 1st or 2nd Level, the Dungeon Master can easily scale the adventure up by adding additional enemies or increasing the hit points and damage output of the listed antagonists. Off to a Weird Start includes: An easy to run introductory adventure for Guildmasters' Guide to Ravnica A new creature: the Lightning Mephit Plot hooks for characters of all ten Guilds, as well as those who are unaligned Seeds for an ongoing campaign and teaser information about the upcoming adventure The Palace of Pain's Pleasures Start YOUR adventures in Ravnica TODAY!
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
A Slumbering Serpent Hidden in the thick rainforest of Serpent Isle is a crumbled yuan-ti citadel. These foul snakefolk have been dormant for decades, but have been awoken in order to fill out some foul prophecy. Delving deep into their most sacred temple; Oss’Ithek, is the only way to uncover the dark secret which they hold so dear. Do you have the nerve to face the serpent?
A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. It is intended for use during Chapter 3 and 4, where your party is roaming the Savage Frontier, and has material enough for 1-2 full sessions. It brings your party in contact with the mysterious Kraken Society, and introduce them to the Golden Goose coin, which will make your players more invested in the events of Chapter 11: Caught in the Tentacles.
A political wedding is threatening a major source of income for the Thieves Guild Ebonclad. Ebonclad would like to see the affair disrupted and the couple never wed. Such a job may be risky, and its outcome could very well start a war if done poorly or without subtlety. That’s why a team of promising agents has been assigned to handle it. The mission’s goal is to disrupt the upcoming wedding of Camilla Swain and Le’Nal Beshiin, to ensure Ebonclad keeps a revenue stream open that their marriage would surely close. The caveat is, neither the bride nor the groom are to be harmed. This will mean the party will have to come up with a method to disrupt the wedding as it’s happening, while avoiding suspicion. As a bonus, the party members can rob wealthy guests or steal wedding presents. The mission is open-ended, giving the players full reign to decide how they will work towards a successful outcome. It lets you work to guide player decisions based on the information presented here, or improvise results based on the players’ actions.
The adventurers are asked to search for a local temple official who has not returned after leaving to search for a hidden treasure vault. On their way, they are attacked by some Kobolds and chase the fleeing monsters to the hidden entrance. The adventurers explore the ruins and discover what has become of the missing temple official.
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.