A reclusive widow is in over her head with supernatural forces. Discover the twisted secrets of the Margaster family and put an end to an evil threat before it overruns the city! The party's plans to steal some magic items from a rich noblewoman go awry when they find out she's made a horrible deal with a fiend to smuggle an army of Cambions into the city, bypassing Silverymoon's protective wards. Can the party stop her and defeat the fiends, or will they end up as a few more human sacrifices? This is as an expansion for Storm King's Thunder, but can easily be dropped into any campaign. Made for a party of 3-4 characters around levels 6 or 7. Content Warning! This adventure is pretty dark, and may not be suitable for all tables. The adventure's backstory involves a woman being driven mad by bearing fiendish children.
A nameless horror stalks the lands around Triboar. Livestock are slaughtered in the night, children are snatched from their homes, and terror has gripped the hearts of the people. Can you unravel the town’s dark secret before more lives are lost? This is a single session adventure for 2nd-3rd level characters. It includes 15 encounters in an urban sandbox, and a terrifying climax! Includes a Guide to Triboar and a new and original Map of Triboar by Daniel F. Walthall!
The Feystone Shards is an adventure for characters from levels 5-8, optimized for 4-6 player characters. This moderate length campaign should have 20+ hours of gaming, all focused around the Forgotten realms area of Red Larch. The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist's underground lair - the players will face obstacles and enemies that will challenge their very resolve. The Heroes will need to discover the secrets of the bauble's fey magic, finding the lost Elvin city where the Orb was once worshiped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes...and become Legends.
DC-POA-PND-3 The Watcher in the Attic (Part 2 of the Strange Case of Erland Forsk) Strange lights have been appearing in the topmost windows of the Forsk estate, and local cats have been going missing. Will you find out what lurks in the attic? A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. Using the DungeonCraft seed Awake and Afraid Don’t go into the Attic! 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) ``` Unworkable inventions? Lost or shattered Nothing is perfect Nothing is worthless Unloved, dusty, rusty, dirty Here at the top Where the things that are lost find a home in my attic —Professor Elemental, The Attic ```
A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.
"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.
Bale's Outfitting Outpost can easily be placed in any campaign setting, but it feels right at home in the Forgotten Realms, especially somewhere within The Savage Frontier. The included adventure could also be broken up into several random encounters to be used in your Storm King's Thunder campaign.
The village of Silverwell lies at the foot of a mountain range in the icy north. Through most of its history it has enjoyed relative peace, save for its battles with the harsh elements. Recently however, a group of villagers were attacked by bandits while hunting in nearby Rothir’s Pass. The bandits left behind a grim message warning for none to follow. Frightened by the possibility of a larger attack on the village, the headman will happily reward any brave adventurers that can help. Unknown to the inhabitants of the remote village of Silverwell, this new terror pales in comparison to the troubles that have already begun to flood down from the distant Mount Neboria – troubles stemming from the dark wish of a dying dragon. This is an introductory adventure for a group of four or five 1st level characters, which should run for roughly 4 hours of gameplay (excluding preparation time), ending with a quest hook for groups that wish to continue into a full campaign. It includes extra tips and tricks both for new DMs and for interaction with new players.
As a new adventurer, you haven’t been able to catch a break. Just as you empty your mug, a job opportunity presents itself! A crazy Gnome, (Guy Fieri) has gotten ahold of a Wand of Construct and is animating mundane objects that are causing problems! Can you stop the Gnome and gain the mantle of “Hero”?
"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media
Martin's Fortune is a short classic horror quest that can be easily put in any (low) fantasy setting. This adventure scenario features a dark and trilling backstory and several handouts for your players. The quest is very much in the horror element and there are advices on how to approach the horror scenes. Adventure Synopsis: Martin Wesley, decedent of a faithful servant of Lord Amren Stieber recruits the players to pillage the Lord's lost tomb. Searching for the tomb reveals that forgotten history leaves its traces to this very day. The forest around Amren's resting place is cursed and veiled in darkness. When the party finally arrives to the Lord's tomb, they discover that it is something more - a jailhouse. Their prize will have to be earned in blood. Even when they vanquish the undead fiend, they can't be too safe, for the Lord's madness has become immortal. Published by: Adventurer's Inn
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?
Monster hunting is a noble profession for only the bravest adventurers. But when a monster queen hires the party to reunite her family and restore her honor, the traditional methods of death and dismemberment are no longer on the table. Melusine is missing her children and the party must recover them all alive.
"The Aboleth's Grotto" is a nihileth lair suitable for four 10th-level characters. The adventure can be completed in one session. The small town of Springwell harbors a secret that almost nobody knows about, and those who do conveniently ignore: it sights right over an unoccupied settlement of the deep caverns of the underworld.
The characters arrive in Thaliost, a city rife with unresolved tensions from the Last War. Through danger and discovery, the party will discover that the Lammanian artifact they were sent to escort back to Sharn has been stolen. They’ll have to track down the thief, who jumps onto the Five Nations Express, House Orien’s flagship lightning rail service, in a bid to escape to the Eldeen Reaches and open a gate to apocalypse.
The party finds themselves in a town being plagued by goblins, but not ordinary goblins - these goblins are zombified. Many of them are missing limbs and dripping with rot, but they still march to town with powerful intent. The party must help track down the origin of this plague - a Necromancer whose Blight Stone has been stolen by a group of mischievous kids who thought it would be fun to mess with the strange old man out in the woods.
Characters explore a dangerous, but sparsely populated temple in search of the Staff of the Dragon. They will encounter traps, environmental hazards, and a nest of lizardfolk. The characters are rewarded for a 'look but don't touch' approach to the temple's features. The real highlight, though, is the closing encounter. Once the staff of the dragon is retrieved, it can transform the characters into dragons for a set period of time. As they exit the temple, they are beset by an ancient dragon and the stage is set for an epic brawl as the characters take to the sky in dragon form. Can be completed as a one-shot.
A mysterious and ancient iron tower has been discovered in the fabled Lost Peaks - and our heroes are sent to investigate. What follows is a mind-blowing adventure of exotic creatures, alien technology and a shocking revelation that will change how they view the world forever. Expedition to the Lost Peaks is a 6-8 hour adventure for characters of 5th-7th level. And features some Sci-fi themes and items that may not fit into every game.
Deacon Manor used to be a friendly and welcoming place. Often hosting nobles from far and wide as well as supporting the local community of Fettercairn. However, since the return of Lady May, and the unfortunate death of her parents, things have changed. Very few people visit now and those that do never return... Published by Fortiter Games.
The jungle has opened up and revealed her secrets—now is the time to act upon them. All signs point to a long-abandoned city as the source of the undead contagion, and so you have been called upon to venture within and put an end to it once and for all. Are you up to the task? Part Three of The Rot from Within Trilogy.