Rumors have been spreading in small towns and hamlets, regions isolated in the far reaches of the wilderness and cut off from major cities and trade routes. Rumors of strangeness in the forest, where the animals suddenly watch with intelligent eyes while the sound of a crone’s laughter pierces the veil of night. Rumors of young men and women disappearing without a trace in the wilderness. Rumors of a cottage that walks on enormous chicken legs. Rumors of Baba Yaga. Those rumors turn out to be true and the Dancing Hut of Baba Yaga has come once again to haunt, confuse, befuddle, and terrorize the far corners of the land. The Grandmother of Witches cackles in her flying mortar as she sails over the trees, a shadow in the darkness, but what does she want? Why has she come? And what strangeness awaits in her fantastic hut on dancing chicken legs? Brave heroes are needed to head out and find the answers to these questions and more! Welcome to the Dancing Hut of Baba Yaga, an adventure unlike any other. Baba Yaga, the Grandmother of Witches, has come to town, and her dangerous and mysterious Dancing Hut beckons adventurers to brave its wondrous depths. Open the doors, unlock the puzzles, and meet the famed witch, her adopted daughters, and a host of other strange characters. This module presents the Dancing Hut and its most famous owner, Baba Yaga, as an adventure site worthy of high-level exploration. You can use the module in many different ways, and the Adventures in the Hut section provides ways to entice characters to seek out Baba Yaga. In general, the adventure environments presented are designed to challenge a party of characters levels 11-16, but with some adjusting and focus on non-combat solutions, a party of lower-level characters could also explore the Dancing Hut.
Sorrowwraiths is a dark, urban adventure with Victorian-era aesthetics, gothic-horror monsters, and Witcher-esque ethical dilemmas. It is set in a colonial metropolis plagued by monsters and curses, dealing with the advancing industrial age and its many accompanying issues – poverty, pollution, exploitation, etc. The city has lost its previous group of heroic defenders, and the player characters must pick up the torch and solve a variety of problems including: - Rescuing allies from the clutches of monsters and despair alike; saving communities from threats within and without; setting up a home base - Stopping a brilliant-and-vile scientist from infecting the city with a new vampiric affliction - Venturing into the city’s haunted magic school and rescuing its students from a pair of hags - Defending the city from bloodthirsty revolutionaries (but also maybe toppling the tyrannical regime) - Figuring out who or what has cursed their city, and finding a way to not only save it but right its wrongs too The book contains: one haunted magic school, one revolution, 176 enemy statblocks, 106 battle maps, 5 NPC companions, no AI content, several sad monologues, buckets of despair, and one faint ray of hope.
Strange calamity has come to the Moonstone Reach. What was once a foreboding forest is now completely underwater, the gods Umberlee and Mielikki locked in dispute over the wondrous biome. Umberlee calls forhomage and claims dominion over what she sees as rightfully hers.
This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios
The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.
Arcane Moon is an introductory adventure inspired by 90s Magical Girl anime: drawing on Magic Knight Rayearth, Cardcaptor Sakura and Sailor Moon it's a story of love, friendship, treason and big villains. Arcane Moon is Magical Girl on Fantasy Land. It has been three months since the Arcane Scouts came together as a team. In that time they have managed to stay one step ahead of The Major Arcana, the personal guard of The Empress. However, unknown to them, one of her generals, The Hermit has infiltrated the city of Shealin and, posing as a merchant, has located two of the five shards needed to forge the Ioun Crystal. Jealous of his success The Priestess and The Hierophant are plotting against him, expecting to prove themselves to the dark mistress. The adventure takes place across two or three in-game days going from the latest fashion show on town to a mysterious tower hidden south of the city. Expect to fight several bad guys just to find out there was a bigger badder guy behind them.
This adventure is a supplementary scenario for Baldur’s Gate: Descent into Avernus, which can be used while the party is fleeing Elturel and are heading towards Fort Knucklebone at level six. It entails a bargain with Bagrivyek, the goblin deity of cooperation. The God offers them a deal they can’t refuse, significant magical assistance for their quest, should they become its test subjects in a fight to the death with some of its elite troops. Devils that have been infected with a special substance, which is called soul-ichor and was created by a psychomancer, in search of his own power. The heroes will have a chance to interact with a god and bargain with it, a fight to the death at the Hellbent Fighting Pits, and also get a chance to learn of or even be introduced into a long-forgotten school of magic. Will the players reap all the benefits of this god-deal, or suffer the consequences of failing?
This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.
Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.
Invasion of Veluna - Level 1 Demons have invaded Veluna, laying waste to Verbobonc and small towns! Survive the siege, and track down their origins. This adventure has inspiration from The Village of Hommlet. Infiltration of Dorakka - Level 2 Rumors of Demonic Invasions have the characters traveling across the lands of Iuz, surviving in the war torn wastelands to reach the Rift and back to infiltrate the capital of the fiendish Empire. This adventure has inspiration from The City of Skulls, with a special optional twist. Scant Rebellion - Level 3 Rumors of demonic forces across the Flanaess are forcing the hand of the Scarlet Brotherhood. Aid or covertly work against the Brotherhood to eliminate or save the Free Onwall Army of Rebellion and create a temporary peace. Assassination - Level 4 The Free Onnwall Army of Rebellion has been weakened. The Scarlet Brotherhood mean to end its threat with the permanent removal of a key leader and funder of the army. Beneath the Gnarled Root - Level 3 Mad demonic cultists wandering listlessly across the Gnarley have been ranting and raving of a secret asylum hidden beneath the gnarled root. Find the dungeon, and learn what secrets it may hold. Quarry of Elemental Chaos - Level 4 The demonic forces near the Gnarley have constructed a massive quarry to tap into the elemental chaos, using its power to locate a magical artifact for a greater evil. Dive into this massive dungeon and end the insanity in an adventure inspired by the Temple of Elemental Evil. Irongate Heist - Level 3 Azure Masks have tracked an important magical relic to be in the possession of a traveling author who has just come home to Irongate to celebrate his newest book launch. During the party, enter his home and steal the artifact while forces work against you. The Bright Desert - Level 4 Rary the Traitor has partnered with the demons to gain information on the Lost Pyramid of Kesh. Within is the legendary Scorpion Crown that would hand the fiends an army of tlincalli. You must race across the desert to reach the pyramid before Rary's forces in this adventure based on Rary the Traitor and Desert of Desolation. Bastion on the Borderlands - Level 5 The bravery of the characters has seen them rewarded with a bastion in Keoland abandoned by the Knights of the Watch due to political pressure. The characters may take a moment to breath, place roots down, or bring order to the nearby chaotic caverns in this adventure inspired by Keep on the Borderlands. The Neverending War - Level 6 Transported to and trapped within the neverending war in the lost city of Rauxes, the characters are tasked with ending the curse upon the city to escape this D&D roguelike adventure. Jungles of Hepmonaland - Level 7 The mirror of gates, an artifact to easily bring groups of people across the planes, has been split. The first piece has been discovered to be deep within the Jungles of Hepmonaland in this adventure inspired by Needle. Across the North - Level 8 Rumors of artifacts in a hidden vault in the northern Flanaess have circulated for decades, but with the keys now showing up, and demons circling, this rumor could be a key to stopping this invasion in this adventure inspired by Five Shall Be One. City of the Lizardking - Level 9 The Silent Ones have maintained a close relationship with a band of Lizardfolk in the Hool Marsh. Their recent silence, following a discovery of another piece of the Mirror of Gates could only mean one thing... They need to be saved in an adventure inspired by Tomb of the Lizardking. Lair of the Kraken - Level 10 The Ladies of Crede had discovered yet another shard of the Mirror of Gates, having it transported to Oakenisle when the shipment was attacked by a kraken. Now the characters must go on a very deep sea adventure to take back what is theirs. The Demonic Rainbow Dungeon - Level 11 Unbeknownst to most, beneath the Free City of Greyhawk is a massive dungeon constructed by a variety of creatures to funnel power for Demogorgon to maintain his charade of an alliance with the Queen of Chaos. Put an end to his scheming in this adventure inspired by Castle Greyhawk. Comes Sail Away - Level 12 The characters partner with the Scarlet Brotherhood to traverse the sea of worlds and enter the City of Glass in the Elemental Plane of Water, trying to gain the Ax of Severance before the Queen of Chaos. This adventure was inspired by The Vortex of Madness and Other Planar Perils. Fly Away With Me- Level 12 Dropped into the middle of Aaqa in the attempt to stop the Queen of Chaos' plan, the characters must naviagte politics and the infinite skies to reach the Ax of Severance before the demons. Through the Fire and the Flames - Level 12 Inspired by Secrets of the Lamp, this is a political-intrigue quest, with characters forced to navigate the politics of the City of Brass, getting a new sultan in power to gain the Ax of Severance before the demons under the Queen of Chaos can seize upon the chaos they wrought. Underground - Level 12 The characters must navigate the shifting labyrinths of the Elemental Plane of Earth to pull off a heist and find the Motherlode before the demons! Portal of the Drow- Level 13 The time has come to enter the Abyss. The nearest - permanent - portal is inside the drow city of Erelhei-Cinlu and is guarded by the son of Demogorgon. As a result, only one action is reasonable: besiege the great city in this adventure inspired by Vault of the Drow. Invasion of the Abyss - Level 14 Upon finding themselves in the Abyss, the characters arrive in the uppermost layer of the Abyss, trudging through 13 layers to reach the home of the Queen of Chaos in this adventure inspired by the Demonweb Pits.
This adventure has been designed as a one shot adventure for 4-8 players, pregen 5th level characters included, in 4-6 hours. It tells a classic story of the "good" races oppressing the "dark" races, with their warlike expansionist ways.
Icecrag Monastery is located atop a towering mountain peak and has long been a haven for those that choose a peaceful and meditative way of life. After receiving a dire plea for help from the Icecrag monks the PCs make the long and dangerous journey to the isolated monastery. Upon arrival they discover a once stable relationship between neighbors has been shattered, though the catalyst is not readily known. Strangely enough an orc shaman, a lesson in herbalism from the old monks, and an old legend may help the PCs resolve the conflict and once again bring peace to the region. Also included in ""Icecrag Monastery"": The new ""Herbalism"" Feat introduced in the Apothecary of Icecrag Monastery A new magical plant form to go with the new feat Two new magical items; one used for good, the other: evil An exciting location to use in future games complete with maps by three time ENnie Award winning cartographer Todd Gamble Different ways to complete the primary quest
Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.
An older man named Mars Barz approaches you and your associate as you wander the small town of Senja. He is a local alchemist and purveyor of elixirs and has a delivery mission he needs fulfilled. You’ve got time to kill…why not!
Everyone starts out their career with big dreams ready to take on the world. As you head out towards your fame you discover an abandoned manor house. With hope your in your heart you wonder if anything of value is left in the ruined building. Cautiously you enter...
When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8
Revenants are terrifying. They are powerful and undeterred by magical concealment; if they are slain, their tortured spirits merely seek out new bodies to continue the hunt for their killers. Their only weakness is a ticking timer: they have one year to exact their revenge before their spirits fade from this world. But not Gorm. Gorm has no time limit. Gorm will pursue its target to the ends of the earth, taking new bodies as it goes, in pursuit of its ultimate goal: the utter eradication of its killer’s entire bloodline. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 15 pages (pg 94-109). Published by 2CGaming
What good is a king without a city to rule over? What happens when everyone in a city disappears, gone without a trace? This is the state in which an adventuring party, your characters, finds Sheol in; a city devoid of all life forms, claimed by Hegemon, a Wraith that used to be its king. Explore the empty city! Be mindful of the thieves' guilds! Find your way to the portal that leads to the castle! Fight your way through the hoards of undead to foil Hegemon's insidious plan! An adventure perfect for the middle part of any campaign, full of plot hooks, possible plot points and areas of exploration! Tons of places, like the Tower of Eiden, with backstories to tie in with any existing campaign! Discover the "Hell's Gifts", red gems that defy space! This adventure offers: 30 pages of exploration of an empty city and a castle swarming with undead. Maps for major locations Two new Monsters, Hegemon and Corvus, also usable as NPCs. 3 new magic items. A plethora of plot hooks, possible plot points, and setting-neutral lore. Many hours of fun gameplay A Dungeons & Dragons adventure written for 8th level player characters, with level adjustments for levels 5-10 for the encounters.