"Imperial Ghoul Outpost" is an iron ghoul lair suitable for four or five 10th-level characters. This adventure can be completed in a single session. When a clan of duergar prospectors unearthed caverns not on the their maps, they were particularly excited about a strange new iron orc they found there. not long after mining began, undead horrors emerged to attack the dwarves. Only one duergar escaped, his mind shattered by the experience. The Ghoul Imperium continues to explore the area, and it has its own plans for the newly discovered one.
Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.
The characters recently did Gellan Primewater, a local merchant from the Town of Saltmarsh, a great service by recovering property deeds worth a large sum of money, that he had long thought lost. In return Gellan throws a party for them on his pleasure ship, the Primewater Pleasure. However, this weekend cruise is plunged into chaos when one of the guests is murdered. The party must dive in and find the murderer before the ship gets back to shore, and the murderer can escape. This is a murder mystery which includes full colour maps of the Primewater Pleasure (player versions included). Fleshed out NPCs with motivations and secrets, as well as clues for your players to find, all in an attempt to uncover the truth. Your characters are trapped on the ship with the murderer and must find them before they strike again. Like all good murder mysteries this one contains a rather dungeons and dragons style twist. The table of contents includes links to all NPCs as well as every chapter for that sweet sweet quality of life improvement. It is designed to fit in with the Ghosts of Saltmarsh campaign but could also fit in to any setting or even be its own standalone adventure. This is my first adventure so all of your support would be greatly appreciated! I hope you enjoy and I welcome any feedback you might have!
An injured young fisherman stumbles into Elventree with a brightly colored egg in his arms. He claims it fell from the sky and broke his rowboat. When he swam to the shore an elf with skin of ash attacked him and tried to take the egg. Will you help him keep it safe, Adventurers? The Module This module is 35 pages of adventurer's league fun centered around a mysterious egg that has fallen from the sky, a journey into the Feywild, and a meeting with an Archfey. It rewards exploration, social bravery, and the combats are well tuned for the tier with interesting enemies. Also Included! There are 15 map files included with this document that cover Dungeon Master, Player, gridded, gridless (for use with your Virtual Tabletop of choice!), and greyscale! In addition, there's a high resolution artwork of the Archfey present in the module.
A meteorite has crashed into the countryside, and now vicious enemies prowl the night. Can the characters put a stop to the sinister force that is causing savage animal attacks and a growing list of missing people? Watchers in the Dark is a cosmic horror one-shot adventure for 4th-level characters. It takes about 3-4 hour to complete and includes: - A horrifying discovery beneath a meteorite crater - Three new monsters: two variant ankhegs and an alien being, the mind-shard - Combat cards for each monster, PC, and special treasure - Gorgeous, hand-drawn maps by Jake from Beware the Wizard
The Nexus spore is an intriguing Underdark adventure that can be sewn into any subterranean setting. This one-shot production was designed with long campaigns in mind, for when you want to break up the narrative to keep things fresh and interesting. This short adventure is ideal for players of level 5-7, although, much like the length of the adventure, it is easy to adjust. The adventure fits well into a single long session, or 2-3 short sessions. It comes complete with maps, stat blocks, boxed descriptions and a rare magic item.
The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless
The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.
A Kobold Christmas is a festive one-shot perfect for an adventuring group looking for a little bit of chaotic fun this holiday season. Set in the town of Finnick, play as a group of kobolds working their way out of the sewers and into the home of Sanderklauzen the Red in the pursuit of riches and revenge. Perfect for seasoned (pun intended) and new DM's alike, A Kobold Christmas is a level 3 stand alone adventure, suited for a group of 3 - 5 adventurers if you have 4 to 6 hours to play.
The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.
Strange things are happening at War Tortle Brewery. Not only is the magically automated, multi-level stone tower brewery under the influence of corrupting magic, but a bodacious party of hipsters has taken over the grounds. Management needs help! Prove your worth to partying hipsters by playing games and earning VIP points. Earn enough points and earn a Supreme Party Animal Badge – your key to entering the tower. Once inside, navigate the automated brewery, infested with all-new creatures and threats manifested from the brewery’s equipment and brewing ingredients. Do you have what it takes to gain entrance, brave the tower, and put an end to the corrupting magic? Will you survive the challenges within, or fall trying? Content Warning: Alcohol, Drinking Games, Crude Humor, Intoxication
This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8
A tribe of goblins are raiding travelers on the Long Road, and our heroes decide to help. After a dangerous overland journey, they enter a mysterious abandoned temple where they encounter terrifying monsters, deadly traps, dark magic and a shocking secret. Will they survive the Temple of the Nightbringers? This adventure contains 14 encounters and includes a mixture of combat, roleplaying, puzzles and traps.
In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.
Recently, a cult known as the Licor Faction rose to fame for helping people outside the walls of Phoenix. Today they are to be rewarded for their work but are offended when an apprentice and not the Zephyr of Molar gives them the accolades. Angered, the leaders leave the stage and return back to their compound. A bit later you are offered a job to go arrest the leader of the cult as they are to be exposed as a false religion. Cultists usually surrender their leaders easily right?
“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.
Long abandoned and all but forgotten, Ridgeway Watch has fallen to lawless hands. Travellers talk of ambushes on the high pass, but few dare challenge Kessel’s gang. Can the heroes reclaim the ruin, or will they join the list of the missing?
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.
A generic tomb exploration. Usable for a quick one off or random exploration discovery. Sometimes a DM needs a fill-in adventure for when their PC’s go off script. This is a single location low role play adventure that can be inserted anywhere needed.