How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
Step into the pixie village of Pleppil, a strange and enchanting place filled with a group of fey creatures whose society revolves around the accumulation of shiny objects. Every home in Pleppil is adorned with dozens, if not hundreds, of various objects that glimmer in the sunlight or glow by the light of the moon. The pixies frequently roam to nearby towns and roads to steal new shinies from unsuspecting townsfolk and travelers. While most pixies make their homes high up in the trees, similar in size and design to birdhouses used by some of the wealthier city folks, one pixie by the name of Quillen is left on the forest floor. When Quillen (or Quill as his friends call him) was young, he was attacked by a wizard when trying to scavenge a copper coin. He survived, but his wings were mangled and he lost the ability to fly. The damage was so great that no pixie healing magic could repair his poor wings. Quill is not one to give up hope on regaining his flight, however. On one of his recent travels with his trusty porcupine steed, Spike, he found a group of tall folk meandering through the forest. Always a curious pixie, Quill crept up close and did some eavesdropping. He heard them discussing a wonder called the Well of Wishes. This place is said to contain waters that can cure any ailment – hopefully even destroyed pixie wings! Now Quill seeks a group of adventurers who will join him on this exciting and potentially dangerous journey into the heart of the forest to find this Well of Wishes and finally regain his flight!
The Pumpkin Hag is built around halloween themes: plumbing the deapths of a giant pumpkin, fighting scarecrows and "Mum"sters, and a shapeshifting hag. It includes 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther that are suitable for level 2-3 play. Designed to be played in 3-4 hours, with level 2-3 characters this is a great HALLOWEEN one shot or side quest for a longer campaign. Fewer words, more fun! The goal of one page dungeons is to get the important information across fast. Make running simple. There is a map, room descriptions, and reference pages for monster stat blocks. A background and overview are provided. The goal is to give low prep DMs high prep experiences at their table. Included in All One Page Dungeons by Arcane Ink: ◦ A *.jpg or *.png for you to load it in your favorite virtual tabletop ◦ A single page map with markup descriptions of the characters, monsters etc, the party will encounter in each room. ◦ A simple summary of the history / overview of what the adventure is all about. ◦ Reference pages with all needed stat blocks pre-looked up and ready to go ◦ Art to help inspire your imagination ◦ !!!SPECIAL BOUNS!!! 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther One Page Dungeons take minutes to read and absorb and make preparation that much simpler.
A Book of Books Candlekeep Mysteries is an anthology of adventures written by members of the Dungeons & Dragons community. Each adventure begins with a book that the characters find in Candlekeep, an enormous library located on the Sword Coast in the Forgotten Realms setting. If you're not running a Forgotten Realms campaign, you can adapt the adventures in this book for other settings, substituting any large library similar to Candlekeep. Examples from other published D&D settings include the following: On the world of Exandria, the Soltryce Academy in Rexxentrum (a large city on the continent of Wildemount) or the Cobalt Reserve in Westruun (a small city on the continent of Tal'dorei) On the world of Eberron, the Library of Korranberg in the nation of Zilargo, the University of Wynarn's library in the nation of Aundair, or Morgrave University's library in the city of Sharn On the world of Oerth, the Great Library in the Free City of Greyhawk Contains: The Joy of Extradimensional Spaces Mazfroth's Mighty Digressions Book of the Raven A Deep and Creeping Darkeness Shemshime's Bedtime Rhyme The Price of Beauty Book of Cylinders Sarah of Yellowcrest Manor Lore of Lurue Kandlekeep Dekonstruktion Zikran's Zephyrean Tome The Curious Tale of Wisteria Vale The Book of Inner Alchemy The Canopic Being The Scrivener's Tale Alkazaar's Appendix Xanthoria
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
The Ghost Tribe of Orcs have been driven from their home under Wyvern Tor by some terrible evil and have traveled to the top of the hill overlooking Phandalin where they camped last night. Their chief, driven mad by unknown horrors, prepares to attack the city and claim it as his new home. The heroes, who raced to the town ahead of the orc tribe, spend the night helping to prepare defenses and rest when they can. Can the heroes help defend the town or will the orcs wipe out the inhabitants of Phandalin? Once the town is safe, how will the PCs handle a moral dilemma? Orcs Invade Phandalin is the second of four parts in the After Lost Mine series. It will play out the invasion of Phandalin using the new mass combat rules from Unearthed Arcana. Part III will be the trip to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove the orcs out.
Kidnapping and politics as usual? Not so much. Something is different about this job, and you just hope that difference doesn’t get you killed. Contains sexual content.
Have You No Heart? is a standalone adventure set in the peculiar village of Basht. Olivia Alfera calls the party back to Basht to help Robin Goodman reunite a girl with her father. A Four-Hour Adventure for Tier 2 characters, Optimized for APL 8. Featuring a new domain: Nepenthe, a domain of forgetting. Content Warnings: Grief, Loss of a Relative, Memory Loss Have You No Heart will debut at U-Con in October 2022 (http://www.ucon-gaming.org/) The story continues shortly after The Party that Split. It continues the tale that started with The Goat Mayor, but each episode can be played on their own. The village of Basht is a little Grimm's Fairy Tale village that was used for several CCCs and DungeonCrafts U-Con. I hope that your players enjoy the whimsy and dark undercurrents as much as mine have, and I would love it if you share your experiences in Basht with me! I've included VTT-friendly maps and handouts in separate files to help with running your games virtually because we can't let a simple thing like physical distance prevent us from sharing our stories. I also have a printer friendly version included for those that prefer their works to be printed on the flesh of dead trees. Please see other adventures written for U-Con: The Goat Mayor (by me, Daniel Chapman) is the first introduction to Basht and it's peculiar traditions The Straw Bears (by me, Daniel Chapman) takes place just a few tendays later, describing the strange annual tradition of the procession of Straw Bears The Party that Split (by Daniel Chapman) takes place before Have You No Heart, and sets up the events that lead to Robin Goodman's current situation. Blood and Fog (by Alan Patrick) was the first CCC written for U-Con and the first mention of the Blood Lord. Rescue Down Under (by Alex Lown) continues the story of Basht and revisits the friendly tinkerer Yul Khahan. If you see any errors or have any suggestions, or just wish to retell the tale of how your group went through the story, feel free to contact the author at: http://hoshisabi.com
Welcome to Waterdeep! A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?
The heroes hurry to reclaim a treasured item that an evil hag has hidden away. The item they seek is well guarded by dangerous foes bent on destroying any that dare enter their domain. Estimated play time - 1 hour. This product contains two combat encounters designed for 4th level PCs, an extensive backstory, new monsters and new magic items. The encounters are easily adapted to almost any campaign setting. The text also includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the second of a three-part "Fey's Bargain" encounter series.
It isn’t just the weather outside that’s frightful! Now that winter has arrived in full force and the predators of the wild have grown desperate, it’s more important than ever that shipments of vital supplies be given proper escort – especially around the Midwinter holiday, when such shipments become all the more frequent! A sleepy town on the far side of a mountain range is counting on you to make this Midwinter a joyous and healthy one! Some greedy and cheerless monsters may have other ideas… “A Miraculous Time” includes: The fourth leg of the BASIC series The return of Ronius, Willow, Meeris, and Kale, fully upgraded for level 4 play. Magic items that give reference to prior adventures A spin on an oft-overlooked character in the Christmas tradition A grading system to let you know how well you’ve done!
A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.
The village of Hammerston is the site of a quick meal stop for a single PC and they quickly discover that the people are highly superstitious. A mage booms into the Kingfisher Tavern and reports his apprentice was chased while returning from collecting some items. The apprentice refuses to return to the cemetery where he was attacked and the mage, seeing your adventurer garb seeks your assistance.
Do you dare delve into the depths of an ancient demon's prison? Designed to be a fun 5E challenge-dungeon. Delve into a cave where an ancient evil was once sealed away... but be wary, as over the ages, the seals upon the Demon have begun to weaken... This is the one-shot featured in my larger adventure, Tower of the Chronomancer, but more polished and slightly expanded to allow it to stand on its own. (Originally it was the Tower's "6th floor.") I'm making this Pay What You Want, hoping people will enjoy this content -- and maybe seek the larger adventures I've already written. The Cave. Mostly hidden behind a nondescript hill in a crowded wood, forgotten by almost everyone not of the nearest town, and even they have forgotten why the cave was originally created. What it contains -- what it seals in. Marked only by a broken, rotten sign, now it's viewed as a prank spot. Sometimes it's a hideout for unsuspecting bandits. Generally, it's a place no one goes on purpose due to the lingering "wrongness" that any who enter seem to feel. Any that pass through the perfectly-rectangular entrance will find that it's much more than meets the eye. Especially if they are able to find their way down to the Trials! The Story. Long ago, a shapeshifting demon called "Umbraeus, the Defiler" sought dominion over the world. It clawed its way out of the Hells and took control of the region through a mixture of trickery (empowering people it could use) and destruction (raining fire, destroying crops and rivals, etc.). Umbraeus reigned for many years... until it was betrayed by a rival, which allowed a group of adventurers and mages to defeat and trap it in a magical green gemstone. The gem was then buried deep underground, protected by a set of Trials that allowed only those pure of heart and capable of handling its influence to visit it. But a long time has passed. The seals that held Umbraeus at bay have begun to weaken. And the demon has found a way to crack the gemstone. Its malevolent influence has begun to seep out into the world above. If nothing is done, it may manage to fully escape! Includes: A 5e one-shot adventure for 5th-6th level adventurers (4-6 hours long) Combat, roleplaying, puzzles, discovery, randomness, and loot! A chalenging demon encounter with variable difficulty levels 6 original enemy statblocks, including an evil shadow-boss 2 original magic items. Keywords You Can Expect: High fantasy, cave dungeon, combat, evil demon, shadow dragon, puzzles, discovery, randomness, gelatinous cubes, constructs, moral quandries, and lots of loot.
A temple once devoted to Solonor Thelandira deep in the elvish lands has been taken over by troglodytes during troubled times. Whilst the heroes of the realm were fighting elsewhere, a dark, abyssal evil was summoned into being. Can the characters purge the evil from the once sacred shrine? Will they be devoured by The Glutton?
The follow up to the ratfolk warlock lair, A Rat Among Us, Part One. It is suitable for four or five 3rd-level characters. The lairs can be run separately or together as one longer adventure. The Demon Lord of Rats is making his play for control of the city. Will our stalwart adventurers find the source of his power and thwart him?
With their first adventure under their belts, the newfound associate Gelbo Green, needs to get his alchemist shop back in order AND find some needed supplies for his potion business. As he can’t do both he has asked the party that saved his shop if they would be interested in an ingredient search. He has offered a comfortable sum and has described the items he is need of. Will your party help the Gnome out?
Goblin attacks have always plagued the farmers and merchants who live and travel along the roads leading to Whitesparrow. But a recent rash of new attacks are something different. The goblins of one particular tribe have gotten particularly smart, attacking with careful tactics and cunning ambushes. The village guards haven’t been able to outwit the goblins, even when laying traps of their own and hiring mercenaries to stop them. Even as goblins go, Rosethorn isn’t much to look at. He’s small and runty, and yet a lucky break placed him in charge of the Brownleaf goblin tribe. When he claimed a powerful magic relic from a dead wizard three months ago, Rosethorn found his intellect multiplied many times over. The world began to make a more intricate kind of sense to him, and he saw patterns in the ways other folk traveled the roads. After hiring a spy in Whitesparrow to tell him which wagons to pursue, Rosethorn cunningly bribed the wagons’ guards to throw battles in the goblins’ favor. He then moved the lair of the Brownleaf tribe away from their dank caves and into the ruins of the Bearded Man—an enormous dead tree at the center of the Howling Wood. There, Rosethorn continues his campaign of ambush against the foolish villagers, increasing his wealth and power with each robbery.