Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?
Blackstone Cave was once a smugglers’ lair, but it was cleared out decades ago. Now there are strange noises coming from the cave, and local authorities are afraid smugglers and bandits have taken up operations again. What will the adventurers find? More importantly, will they be able to survive the machinations of the Mad Dragon Priestess? A straightforward dungeon crawl with combat and opportunities for role-playing. The party is tasked with investigating strange noises coming from Blackstone Cave, an abandoned smuggler's lair. They find kobold cultists have moved in, but they're not the average dragon cultists.
While sitting around your favorite tavern, a loud explosion shatters the serene mood of Moscow. You sprint to the source and discover the distillery has exploded. The glum populace grumble loudly. With winter setting in and nothing to do the citizens rely on the libations from this business to cheer them up. You are approached to scour the canyon area before the winter sets in to find a few extra kegs for the people.
A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
The gnome village of Clefton is built on the sides of a deep gorge, their homes built safely into the gorge walls. But for the past two nights Clefton has suffered the attacks of sightless creatures that crawl down the walls and steal away the gnomes’ loved ones. It’s up to the PCs to follow the creatures’ trail back to The Draigesgyrn Caves and put an end to their threat. As the PCs explore the unusual cave complex, they may discover the caves are the empty husk of a colossal dragon, buried many years ago beneath a landslide. In the depths of these caves they encounter the dread spirit of the dragon rider and an entrance to the Underdark. Will they seal the entrance or will they begin a new adventure deep underground? The Draigesgyrn Caves is a D&D 5th Edition adventure suitable for four to five PCs of 5th level and estimated to take 4-6 hours. The adventure could be set in any mountainous area. In the Forgotten Realms, it might be set in the Fairheight Range on the Moonshae Isles. The end of the adventure introduces an option to begin an Underdark adventure or campaign. Includes: A map of the dragon husk caves by EB Moreno Two new monsters for 5th edition – the ghoulish ooze and a grimlock shaman Four new magic items
Originally designed as a convention module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This adventure us specifically designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included.
Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?
For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.
Crops wilt, leaves wither on the trees, and animals must leave the once-fertile Downs valley or die. All who dwell there must abandon their homes or perish-- unless your party can lift the curse TSR 9084
Far to the west, beyond civilized lands, lie the Tolomak Islands— volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
DC-POA-PND-5 What Stalks the Night? (Fourth and Final Part of the Strange Case of Erland Forsk) Many residents of Easthaven were woken in the early morning by an explosion. One of the houses near the Wet Trout tavern exploded, and a trail of large, webbed footprints were left in the snow leading off into the wilderness. Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8 Using the DungeonCraft seed My, What Big Feet You Have Don’t Go Outside! 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) ``` Now is not the time to go outside Crawl back into bed and close your eyes Now is not the time to go outside Lock the doors and find a place to hide — Poppy - Don't Go Outside ```
After spending a little time going through dusty old tomes and documents your group has discovered a tapestry offering you clues to a long dead and buried king. Since kings are usually buried with their riches and no information shows that his tomb has been located perhaps a little grave robbing may be in order! This adventure has several wilderness spots for exploration as well as an old burial cairn with several levels. The only problem is that the king isn’t really “dead” in the normal sense.
TENTACLES. WHY DID IT HAVE TO BE TENTACLES? A colony of deep gnomes have had their main water source taken over by a group of kuo-toa, but are the fishy folk really the ones to blame for leaving the gem-loving svirfneblin thirsty?… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 5th-7th level characters by ALAN TUCKER
"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 setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.
In order to stop a series of devastating giant raids, the party must venture into the stronghold of the frost giant jarl Grugnur to both recover the giants' plans and eliminate Grugnur, who is the tactical head behind the operations. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.
Establishing themselves in the cyst left by their dead god, a zealot band of Shrooms, a race known for bizarre projects and subtle objectives, have been working for decades on the strangest task in their strange history. They are growing themselves a new god.