A haunted house, a missing person, and a hint of wild fey magic. In the kingdom of Norland in the Moonshae Isles, King Keethan rules by the will of Torm the True, though in Glen Dourn folk still hold true to the old ways—a dense and layered folklore of monsters and tales to frighten children. It is to this remote valley that Keethan bids you make haste to seek out signs of his beloved cousin, Lady Sorcha Hannigard. Sorcha vanished on her wedding day three years ago, sending her groom and neighbours alike into mourning. But where can she have gone? The only remaining clues to this mystery lie in her abandoned mansion home, where powers less wholesome have now taken up residence. The Dread Coven will not give up what they know so easily, although they will strike a bargain if you’re willing to pay the price in pain.
Brand new variations and components for spells in the Player’s Handbook. Discover the notes of a meticulous nothic, driven to answer this question (at all costs) for every spell that calls for material components! Designed for both players and dungeon masters, this supplement expands the possibilities of the spells you know by using strange and unusual alternative components. What would you promise a mermaid in exchange for a pearl that doubled your speed when walking on water and also let you walk on fog? How far would you go to obtain glass globes crafted by a storm giant that let your lightning bolt bend or fork? Increase player agency and demonstrate character interest through the variety of magical ingredients (including both narrative and literal seeds) and the use of customized magic. Spell lists are organized by class and level, making it simple to find the incantation you need. 195 New component options with one or more for each of the spells in the Player’s Handbook that call for material components Enhanced and extraordinary spell effects for each spell cast with alternate components. 34 quest options for learning these new spell variations Bonus side quests to encourage characters to follow their own interests Easy-to-use linked appendices for spells organized by class and by level Notes from the anonymous nothic and inspiring art included throughout the entire codex
Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
An unusual pirate outpost on a small island is causing big trouble for the residents of coastal towns in more ways than one. A Minotaur clan have recruited outlaws and formed an alliance with Sahuagin in order to establish a pirate outpost on a formerly abandoned island and have begun raiding up and down the coast...
The party arrives in the hostile & alien Realm of Fire, where three suns have rendered the landscape hostile to mortal life. They seek knowledge from a powerful ifrit that will allegedly teach their art to any that are strong enough to meet them. They will meet the strange locals, explore a dangerous landscape and navigate a dungeon in the heart of a volcano, and discover the fate of someone from another world. Disclaimer: This is a weird adventure! It was created with old-school "Appendix N" fantasy in mind, so expect things to be strange and for some mysteries to be left unexplained.
Some Secrets are Worth Dying For Feel the cold touch of death in this adventure for the world’s greatest roleplaying game. In Icewind Dale, adventure is a dish best served cold. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night? Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.
The Demesne of Rangers is at war with the Horde of the Black Blood – an alliance of rampaging tribes of goblinkin. It is the heart of winter and the forest sleeps uneasily under a white veil. This is a time to huddle before the fire, not be out in the cold fighting a war but the heroes have no choice but to infiltrate the occupied territory in order to find and destroy the dreaded Goatskull Helm. Hope for victory hinges on the success of this quest and the call goes out for heroes to gather. The Goatskull Helm is an adventure module compatible with the Fifth Edition. This 35-page adventure is designed for a party of 1st level characters and will see them through to the 3rd level. This adventure is set in a fantasy medieval world with the mythological flavour of Ancient Greece. However, it can be easily adapted to any other medieval fantasy setting. This adventure includes entries for familiar monsters that are modified to better fit the setting as well as five new monsters and new equipment and magical items.
The nephew of a once famous adventurer decides to make a name for himself and bites off more than he can chew. Short on options, and worried for his nephew’s life, he needs your help. Travel to the ruins of Dhonin's Lookout atop Standiac Hill to find and rescue the young adventurer. Uncover a plot that could lead to the destruction of the village of Millvein, and even more dire future consequences. Includes: A 3-4 hour adventure for 1st level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. The adventure continues in Into the Underdark - Part 2 The Spider's Den
This module contain three handy encounters for the time your players have to face a mighty river. The encounters are varied and can be faced with violence or wits, wathever you players choose to. The encounters leads from one to the other so you can run the three in the same session if you are lucky or you can save some for another river. The encounters are adjusted for characters level 1, level 3 or level 6. "You reach the bank of the river but the bridge is not there, your calculations were a little of. The river runs strong and wildly. What do you do?" -------------------------------------------- Este módulo contiene tres útiles encuentros para cuando tus jugadores se encuentren con un poderoso río. Los encuentros son variados y pueden ser enfrentados con violencia o con ingenio, lo que tus jugadores prefieran. Los encuentros pueden encadenarse uno tras el otro así que puedes tener la posibilidad de utilizar lo tres en la misma sesión o guardar alguno para algún otro río. Los encuentros están ajustados para jugadores de niveles 1, nivel 3 o nivel 6. "Leegan a la rivera y el puente que estaban esperando encontrar no está allí. Sus calculos fueron erroneos. El rio corre rapido y salvaje. ¿Que hacen?"
A storm brews on the cliffs, and thunder takes wing. Near a remote coastal village, livestock vanish and tempests rage without warning. Locals whisper of a legendary beast: the Stormwing—a massive eagle wreathed in lightning, said to nest high among the windswept cliffs. But is the creature truly a menace… or merely a misunderstood force of nature? Dare your party scale the perilous cliffside, brave elemental hazards, and confront the Stormwing atop its thunder-blasted perch? Inside This Adventure: ✅ A lightning-charged dungeon crawl through cliffs, caves, and stormy ledges. ✅ A dramatic final encounter with the Stormwing—can your party fight, negotiate, or outwit it? ✅ A thunderous environment with gusts, static surges, and dangerous terrain challenges. ✅ Unique rewards, including the Gloves of Conducting, a magic item that crackles with power. ✅ Multiple adventure hooks for easy campaign integration. This adventure is part of Thirsty Tiger Tales, an ongoing collection of thrilling one-shots for D&D 5e! Perfect for a one-shot or a side quest in any elemental, coastal, or storm-themed campaign. Will your party tame the skies—or be cast down by the storm?
Starting an adventuring career can be exciting, but it can also be deadly. As you have completed your training, you are offered an "easy" job from an alchemist. Several ingredients are required for a special project and the only source is a Druid a few miles away. Get the items, return them, and get paid a whopping 20gp...not a bad start for a newbie!
A 5e-compatible adventure for four level 6 characters. An artificial phoenix is burning settlements before returning to Suncatcher Mesa. Follow it into the wasteland, climb precarious stairs or operate an old lift, and explore an abandoned sun shrine. At the summit, confront the escaped weapon before another village is reduced to ash. An outdoor vertical dungeon offers two ascent routes: a crumbling wooden staircase or a hand-pulled lift. Face living embers, explore an optional sun shrine with a light puzzle, and turn an interactive solar focus against the Phoenix. Includes a custom Ashen Phoenix stat block with villain actions, the Staff of the Sun magic item, and a 14-page PDF. Run it as a standalone adventure or a follow-up to Battle of the Blackforge. Part of Thirsty Tiger Tales by Infinite Initiative.
Near the jungles of Chult, beneath the waves of Refuge Bay, lies a ruined city. Evil hags and their minions make their home among the ancient relics. Even deeper down, at the bottom of an old undersea lake, an otherworldly monstrosity guards its eclectic hoard of oddities. What does it know about the Soulmonger? An adventure for characters between levels 4-6 Requires the Tomb of Annihilation adventure This 44 page adventure adds Ishau as a location to your Tomb of Annihilation campaign. It describes the city's history and current inhabitants, including maps, new monsters, and treasure. In an undersea temple, characters face off against a coven of sea hags. The sunken wreck of the Decapus is the lair of sea spawn pirates. And among the ruins lurk giant crabs, skeletal sharks, vegetan mummies, and other monstrosities. A second location, complete with keyed maps, is available to characters who wish to dig deeper: the underwater island-domain of a Morkoth, pulled into Chult by Acererak's magic. The Morkoth's home is in disarray. Trophies it collected from across the multiverse are now running wild and its treasures are being looted by marauders from Ishau. If the characters help, it may share its secrets with them.
The Search and Locate Treasure Consortium funded an ill-fated mission into the wastes of Thar. They are unsure if faction infighting or monsters got the best of their expedition team as they followed a map to locate a supposed lost tomb. What dangers and treasures await the party as they go seeking rumors of riches?
Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.
Evil is stirring in the tiny village of Akeley - an evil that reaches out to minds that drift through the inky void between the stars. However, not all that comes from the skies comes with malice. A band of rather unusual warriors have are resolved to deal with the infestation before it can spread, though they cannot conquer it alone. Perhaps it’s blind chance that brings together the players in this strange and terrible drama, or perhaps it was written in the stars long, long ago. Note: This adventure is intended to work with Mordenkainen's Tome of Foes, and requires a copy of the book to run succesfully.
There's trouble in Allesley! An Eastbrook farm has been attacked and people slain. But by what? The people are frightened, the Reeve is concerned, and the Constable wants you to figure out what’s going on. The last time this happened, goblins attacked the town. Does this mean war? This is the first adventure in a series to come in 2017 which builds on the introductory mini-adventure in the Eastbrook starting area.
A level 4 adventure for fifth-edition fantasy roleplaying games. Stolen potions have given the troll Gunkaba intelligence, and she intends to keep it. Enter an old mine crowded with traps, strange brews, hungry pets, and burrowing minions. A bounty may bring the party to her door, but negotiation could reveal more than another monster to be slain. An opening encounter with an alchemist and a damaged shipment leads to seven mine locations with traps, secret passages, and optional dangers. Custom Dirtling and Gunkaba stat blocks include a potion belt and villain actions. Players can confront the troll through combat, negotiation, or a peaceful solution. Includes a 13-page PDF and a separate dungeon map. Part of Thirsty Tiger Tales by Infinite Initiative.
Fall into heroism! The young heroes from Exallizar Preparatory Academy are back for their second adventure – and this time, there’s no safety net. A nearby town has sent out a call for aid after a mad hermit has promised to spread untold misery during their yearly harvest celebration. Your group has been selected by the administration to answer that call, and act as representatives for the entire school! You dare not fail. “A Frightful Time” includes: The second leg of the adventure started in BASIC-1 The return of Ronus, Willow, Meeris, and Kale, fully upgraded to level 2 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Part of a series of seasonally thematic modules, BASIC-2 can be run to completion in 3-6 hours