A group of dwarves in the Hulburg region are in need of help. Strange lights have been seen at night and a deadly terror has struck their mining camp. Venture into the ancient ruins and discover the source of this terror before it's too late.
Tales of the cursed pyramid and the sleeping tomb of the Mummy Bride have long been a traveler’s tale, passed along by wayward explorers and greedy plunderers alike. Deep within the verdant jungles of the south, amidst a Green Hell of impenetrable jungle, savage cannibals and ancient myth, lies the shattered remnants of a once-powerful civilization and the terrible gods who ruled over them. Rumors swirl of untold riches and unplundered magic for those brave (or foolish!) enough to claim it. Will your players survive… and what will be left of them? The Jungle Tomb of the Mummy Bride is an old school, grindhouse-style combination of classic role playing adventure and devilishly-designed dungeons for levels 5-7, cram-packed with b-movie goodness to challenge even the most seasoned of adventurers. It’s a module that could only have been made in the primitive jungles of man… where life is cheap! Published by Planet X Games
"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
This is a short adventure than can be completed in a single session, for 4-5 players of 1st level. The old church at the edge of town has long been abandoned, but a week ago several robed figures arrived in town and have taken up residence in the old church. Since then, the townsfolk claim to have seen a strange mist around the building, and several folks have gone missing. Little do they know, these cultists have awoken a long dead necromancer, who seeks to bind a dark power to its will.
The Stranger Stone, a rock that is to be used in a ritual to save the town of Berribury, has been stolen. The characters must track down the thieves and retrieve the Stone. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3
Lost in the Forest of Gloom is a short spooky quest
The Proving Glade is a one-shot adventure meant for parties or duets. Your characters arrive in a small settlement that has a big problem. The forest, its lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out. Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover what’s truly going on? I wanted a forest adventure that felt alive and busy. I also didn’t want every encounter to be solved with the swing of a sword. The Proving Glade is about questioning value, morality, judgement, and redemption. This adventure was written as part of the Summer 2019 RPG Writer's Workshop. We also submitted In the Heart of the Forest. While these two adventures are not necessarily connected, they both involve navigating difficult and dangerous scenarios in a forest and could naturally be strung together. This Product Includes -A 3 to 4 hour one-shot designed for parties or 1-1 play. -A new Sidekick stat block: Daelin Hoofbane, ranger extraordinaire. -A new custom creature: the mysterious and powerful Alseiad, a glade nymph of incredible beauty. -2 new maps: One region map for the forest around Quaervarr near Silverymoon and one battle map for The Hydra's Mire.
Light of Xaryxis is a thrilling space adventure set in the Spelljammer: Adventures in Space campaign. Heroes sail through the vast expanse of wildspace, encountering cosmic threats and unraveling mysteries. The Xaryxian menace, fueled by the star Xaryxis, seeks to annihilate the multiverse. As brave spacefarers, your characters must navigate intrigue, battle alien foes, and ultimately decide the fate of worlds. Will they save the realms or face oblivion in the cosmic glow of Xaryxis?
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.
Dead from Above is intended for use with four to six player characters of levels 6 to 8. It will likely take two game sessions to complete. The adventure is set in (and above) a hilly region at the outskirts of civilization, presumably one near the base of a mountain chain. With a little work, the GM can place Dead from Above wherever he or she desires in the campaign world.
The druids of the Feyindir Forest and the villagers of Spiralle have always maintained a peaceful, if uneasy, relationship. But now trouble is brewing. Villagers are going missing in the forest, and druids are being murdered in response. The terms of peace between the two parties has been shattered, and now the druids are threatening to unleash one of the most fearsome manifestations of druidic vengeance known. Can the PCs step in to restore peace to the land? Includes 5th edition write ups of the assassin vine, quickwood, dragonne, and wicker man along with the woodling creature template.
Avast me hearties! FT33 – Port Plunder is our first offering of March and, as always, free! This pirate haven is one of two home bases for the Pirate Lords. The community is everything you would expect from corsairs complete with an active tavern district! If your campaign is in need of an island retreat, look no further…grab it, rename it, use it, and enjoy it!
"Can you solve the Labyrinth within 13 hours and get back what was stolen from you?" A 4-Hour Adventure for Tier 1 characters optimized for APL 3 taking place in the Feywild Domain of Delight, Labyrinth, where everything seems possible and nothing is what it seems. This adventure takes place when the characters have been abruptly teleported into the Feywild Domain of Delight, Labyrinth. The Kobold King has given the characters thirteen hours to solve the labyrinth, or they will lose what he stole from them forever. "It's only forever, not long at all..." Pillars of Play: Skill challenges and exploration. Minimal/optional combat. Content warning: Non-consensual theft Adventure Inspiration: Jim Henson's Labyrinth (1986)
The PCs are asked by a friend, Captain Erfaran Honamatros, to find out what has caused the death of one of her fellow captains. After weeks of storms and bad weather, ships from Mohkba haven’t been arriving, but a body has floated in. Captain Honamatros is so concerned that she offers her ship, her crew and even to pay for the journey if the PCs come along, as well as everything they find unless it is a keepsake. The captains that sail the Serpent Lake are experienced women and men and the loss of a ship and its complement is a rare event outside of war. What starts out as a journey to discover what sank a ship quickly becomes more involved. Former companion creatures of a giant appear, telling of a floating island causing chaos, and when the PCs find this island, they discover it holds new occupants who have no wish to leave and a weather machine that has been damaged and is malfunctioning! The task is now to decommission the machine and make the sailing route safe once again. But where do you start when a violent storm is raging around the island and the giant’s former home is now upside down? Also included in ""When the Ship Goes Down”: Choice of crowd control rules to deal with a riot A minor artifact weather machine and its extreme weather table New Monster: the Elektrohydra New Monster variation: the Lightning Mephit (3.5E), Snow Roc and Incorporeal Giant 4 new Magical Items, including a Weather Machine in need of repair! 3 new Traps! Suggestions to adjust the encounters for parties of different levels and hooks to continue the adventure"
This week’s Filbar offering is an introductory level adventure pitting fresh adventurers against a variety of opponents. As they head out to make a name for themselves the young group will first need to pass by the Horn of Delmar. This mountain landmark was once home to a mighty fortress felled centuries before hand. While many have adventured to the top they have returned ravaged with injuries and reports of strange and foul creatures. This adventure features an old tower, bandits, undead, and an old dungeon complex for those who search hard enough.
The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!
Solve the Mystery! A series of unfortunate events wreak havoc in the small village of Cloudhost. From strange noises at night to temporary madness, from painful nightmares to freak accidents in the local temple, everything is going wrong and the people believe the city is cursed. Who is behind these events? Are they natural or magical? Discover the secret of Cloudhost with your party! A 1st level mystery adventure for 5th edition. After being caught in a fight on the Winter Festival, the party must investigate what is happening at Cloudhost, with a big showdown with evil! Meet reclusive merchants, fierce priests, and undead! Written for the RPG Writer Workshop.
It’s said that “Two’s company, three’s a crowd”, but what happens to those who make their living from adventuring if work begins to dry up and their only rivals are doing a better job than they are? Even heroes have to eat, so when their source of income is taken by others, they have to make some tough decisions. But if those around you don’t much care for you any more, what then; surely those tough decisions are easier to make? From being the stars of the show to last on the bill, the PCs find themselves caught up in skulduggery at every turn and having to decide just who is on their side. Friend becomes foe and those the PCs have counted as rivals may suddenly be their best allies. And in all of this confusion an exiled dwarf challenges their true loyalties; which way will the PCs turn?
A strange journey through a living cavern. A request for help to rescue a mining crew leads a group of adventurers into a cave that has seemingly come to life, gripped by a melancholy wave of sadness and memory. In dark caverns where mushrooms walk, vines dance, walls watch, and stones speak, will your band of adventurers become heroes? Or will they be lost within the Mines of Memory? Mines of Memory is a short, 2-3 hour adventure for characters of levels 1-3. It is a delve into a cavern system that has become a Psychic Resonance environment, awakening the caves themselves. PCs will enter to rescue the miners, find the source of the mine’s awakening, and bring peace to a noble creature trapped in its own nightmare.
"Bloodwood of the Cruor Circle" is an alseid and blood hag lair suitable for four or five 10th-level characters. This adventure can be completed in a single session. The Cruor Circle, a coven of dark druids led by a blood hag, has taken over control of the local alseid herd with the power of the blood. Within the forest, those who do not make proper sacrifices are stalked by the alseids and taken to the Bloodwood. Within the Bloodwood, captives become blood sacrifices, empowering the creation of sap demons, blood ponds, and other twisted products of the dark druids.