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
This adventure starts in a town called Alarcan, where a number of people have gone missing from their beds. This is the work of a specific type of fae called pleasantries. Pleasantries feed on dreams, and have been kidnapping people from the small town of Alarcan for sustenance -- offering them in return a pleasant end to their existence in an unending, peaceful sleep filled with happy dreams. The party accompanies Renata, an orphan whose best friend was the victim of the latest kidnapping, and travels to the Plane of Faerie, through a swamp dungeon called the Shallows, and into the poppy grove where the pleasantries have built their nest. There, they confront the pleasantries and their Queen, and must decide whether to attack or negotiate -- and whether to leave the fae to their peaceful dream-farming, or to rescue the dreamers and bring them home whether the dreamers wish it or not. Made by Point Hat for the All About the Feywild video.
A cold winter wind blows from the Scourge Mountains, but its origins are not of this world. And with it come horrifying stories of a fey who walks the land. Cold, beautiful, and deadly, she turns every mortal she touches into a statue of ice, and she seems determined to blanket the entire north in a blanket of frost. It is the Winter of the Witch…and if the archfey Koliada is not stopped, it could be the world’s last. “Winter of the Witch” starts with the PCs receiving an urgent but somewhat cryptic message from the skeletal knight, Sir Keegan. They find the skeletal knight a helpless victim of an aggressive interrogation by an undead minion of Orcus and his demonic thugs, who are attempting to extract the location of something called the Sun’s Sliver from the stubborn knight. The PCs fight their way into deep ruins, defeat the demon lord’s toadies, and retrieve the Sun’s Sliver. Once the PCs have recovered the Sun's Sliver, they must confront the Winter Witch in Winter's Heart, the witch's icy sanctum in the Feywild. Only there can they confront the cold-hearted archfey and save a section of the world from a wintery doom.
In an enchanted forest glade you come across two goddesses locked in a fierce debate. The muse of art and the muse of history want you to help them settle their quarrell once and for all, and they're not taking no for an answer. This is a single forest encounter.
The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless
To Hell and Back Again is the perfect adventure for new players and veterans looking to experience Dungeons & Dragons in a new way! It's written as a solo adventure, where choices have gigantic consequences, but it also provides balanced rules to play with a group or a Dungeon Master as well! This 80 page adventure features: - A heart-pounding origins story that fits perfectly as either a prequel to Descent Into Avernus, a stand-alone adventure, or into your ongoing fantasy campaign. - Beloved characters like Lulu the hollyphant, Mad Maggie and her redcap gang, the archdevil Zariel, and many others brand new to this adventure. - Infernal War Machines, and exciting encounters with unique stat blocks. - Innovative Destiny and Traits mechanics that make your choices really matter. - A ton of possible outcomes that will fuel your character's many adventures to come! - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story if you'd like. - A community survey when you finish so that you can see how your outcomes and choices compared to other players!
For the past 9 years the small town of Haren’s Watch has been plagued by a wicked fey spirit known only as Mr. Grin. Every year the creature and its fiendish little minions torment the town over the course of three nights, culminating in the kidnap and transmutation of one of the village children into a lifeless statue made entirely of coal. It is the tenth year of Haren’s Watch suffering this calamity and this year, amidst a raging blizzard, a weary party of adventurers seeks refuge in the small village... The adventure favours characters and players who enjoy roleplaying and exploration but contains additional optional encounters for players who enjoy more combat focused play.
When Monsters threaten the village of Crystalbrook, it's up to adventurers to track down where they're coming from. The investigation leads them on a journey across planes. In the Feywild, the heroes must explore an enchanted island garden and unravel the plot of a foul hag, before she and her fiendish companion can perform a ritual to seize control of the island. "Beyond the Crystal Cave" is a Dungeons & Dragons adventure designed for the winter 2011 season of the D&D Encounters official play program. This season incorporates character options from Player's Option: Heroes of the Feywild, and it comes with three full-color maps, thirteen ready-to-play encounters, and information on the D&D Encounters program. Originally found in Dungeon Magazine #211 now available as a stand-alone adventure. Pgs. 63-122
A Pathfinder Roleplaying Game adventure for 15th-level characters, this volume of Pathfinder Adventure Path is part 6 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 17th level by the end of this adventure. This adventure begins after the War of the River Kings has ended—the PCs, be they the war’s victors or losers, are faced with the task of rebuilding their kingdom or perhaps helping to rebuild Pitax. Yet soon after the war is over, a new peril strikes the region as strange monsters and violent bursts of rapid vegetation growth and bizarre weather plagues the Stolen Lands. At the same time, the PCs learn that one of the treasures discovered in Pitax’s House is a nascent vorpal sword, a weapon of immense power, and as the strange weather and blooms of life and monstrous incursions increase, so does this sword’s intelligence and power. The PCs soon learn that their kingdom faces an invasion, but this time not from the physical world. Some fell force from the legendary First World is attempting to expand into this world, and when the PCs begin to fight back against these verdant blooms, they discover that it’s possible to step from this world into the First World realm of Thousandbreaths. There, the PCs face powerful new threats unlike anything they’ve seen before, and learn that the dangers facing their kingdom are even greater than they feared, for the fey ruler of Thousandbreaths is about to absorb the Stolen Lands into a bauble for her own purposes, an act that would scour clean the region and leave behind nothing but a wasteland.If the PCs hope to save their new kingdom from this threat, they must combat the nymph queen Nyrissa both by stopping the various blooms in their kingdom and by traveling into Thousandbreaths itself to confront the dangerously insane nymph.
The natural world is dying and Thymia Scarletscale has had enough. It's time to destroy civilization and pluck the humanoid parasites from the face of this world. And honestly, is she wrong? Will the players succeed in infiltrating Thymia's lair The Verdant Phronstistery and bring an end to her schemes? Or will Thymia & her team of yuan-ti research assistants create an army of monstrous insects to wipe humanoids from the face of the world? Greenhouse of Nightmares is the first installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches. A 3-5 hour Dungeons & Dragons 5th Edition adventure for Tier 4 (level 17-20) characters. This adventure includes: 6 Random Encounters for a Deadly Swamp, Battle Tactics for a 3-Stage Boss Fight, a CR 26 Medusa Lich with New Legendary Actions, 7 New Monsters, & 2 New Magic Items!
Many of the local lords had gathered for a peace moot. A perfect opportunity for the demon-possessed Aeldrith Forkbeard to murder them all in cold blood. The PCs, attending the moot, must now flee for their lives. Harried by a Northlander warband, the party is forced to flee into the dreaded Witchwood. To reach the safety of the Kingdom of Marshes they must traverse the depths of the forest, avoiding Northlander raiders and the strange creatures of the Witchwood. The adventure also takes the PCs into the Feywild, where time runs strangely and memories are fragile. Finally, they must face the chilling Gatekeeper guarding the Feywild portal that allows the PCs to return to the Material Plane. Into the Witchwood is a generic adventure suitable for use in the Moonshae Isles. The adventure includes a map of the area, three new creatures and a new legendary magic item, the Circle of the Forest God.
The Anchorin Family and its namesake home, Anchorin Manse, have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer, Webster, has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity, Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after, his recklessness released a deluge of planar energy into the home, transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family’s estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family, the manse, and potentially collect some very rare, perhaps legendary magical items. Enter the manse, tour the planes, take a villain, leave a villain, it’s up to you. One thing is certain, verity and villainy is relative in a manse of special purpose.
Vengeance of the Winter Queen A small town has been attacked by an unknown entity in the midst of celebrating their Midwinter Festival and many of the citizens have been frozen solid. Discover who or what is responsible for the condition of the villagers by entering the frozen catacombs beneath the temple grounds! A 3-5 hour Dungeons & Dragons 5th Edition adventure for 5th - 10th level characters.
The ancient forest known as the Wildering Woods has a reputation for confounding those who dare venture through it. When a series of unusual events befall a nearby lumber camp, the player characters are asked to seek out a mysterious wizard rumored to reside within. As the adventure unfolds, it soon becomes apparent that big trouble awaits them inside the forest. What's included: 1 fanciful adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 custom creature statblocks with clickable links for quick access Content Warning: Violence, death, abduction around the Wildering Woods, a fey-inhabited forest whose residents are being terrorized by a delusional hill giant who believes he is a wizard.
Terrorists have seized Nakato… No, that’s not right. Unseelie faeries have seized Noc Marb…. Long enslaved in a faerie mound for past dealings with the local fey, you wake to the slaughter of your jailers. Is this your chance to escape? Will you rescue your overlords? It’s time to FAE HARD!
The only requirement for this dungeon is a heavily forested area, meaning it can be dropped into just about any world. It ties in heavily with Fey creatures so I suggest a hook regarded some ancient relic hidden away by the Fey that must now be retrieved. Perhaps the former ruler had an agreement with the ones who hid this relic away, but a new ruler has taken the seat of the Emerald Queen and all agreements have been terminated.
“Traversing the planes of existence is no easy task. Only extremely talented and knowledgeable people could manage it.” A mysterious thief stole a dangerous artifact, called the Tome of The Stilled Tongue from the tower of Lady Blackstaff of Waterdeep, Vajra Safahr herself, leaving the tower by opening a portal to the Elemental Plane of Fire. The archmage immediately calls the band of adventurers who are staying in town to chase down the thief and return the dangerous book to its place. This adventure can be used to kick-off a planar campaign or as a standalone one-shot. A Chase Through The Planes features: - An exciting journey across the multiple planes of existence: Elemental Plane of Fire, Shadowfell, Feywild, and Ysgard - Exploration of morkoth island and lair in the Astral Sea full of weird creatures, strange phenomenons, and dangerous encounters - Heavy use of Supernatural Regions from Tasha’s Cauldron of Everything - High-quality battle maps, available in printer-friendlier and universal vtt format
The Hag's Hexes is a 66 page guide designed by Dungeon Masters Guild luminaries like JVC Parry and Janek Sielicki alongside rising stars and old stalwarts like Matt Butler, Matthew Gravelyn, and Tim Bannock. It was created with one thing in mind: to make hags more than the sum of their (often meager) Challenge ratings, giving them the mechanics, roleplay potential, and weird magic that can inspire campaigns, lay low kings and warlords, and potentially ensnare unwary Player Characters into campaign-changing curses or long-term bargains that force them into terrible moral quandaries! Split into five chapters, the authors have provided everything a DM needs to terrify their players for years to come. The Bestiary features over a dozen monsters; some are new hags, some are their minions or even their mobile lairs, and one of them -- the Shaitan AKA Desert Hag -- was featured in Monsters of the Guild! Bargains & Curses is a chapter filled with ideas that can kick-start campaigns, threaten valued NPCs, or put Player Characters' very existence and morality at stake. Chapter 3 includes two dozen items of wonderment, weirdness, and dread, ranging from fairy tale-inspired items of whimsy to terribly cursed items of horror. Chapter 4 is titled "Filthy, Vile & Downright Dirty" and provides dozens of roleplaying tips to make hags come alive, new mechanics inspired by and expanding on Volo's Guide to Monsters (coven spell lists, aunties, grandmothers, alternative coven members), and ends with useful combat tactics for each of the hags from the Monster Manual and Volo's Guide, as well as tactics for covens. Finally, Chapter 5 presents five encounter groups (with sub-encounters) to give you quick story seeds and monster lists that you can put together in minutes to create a single encounter or to inspire a full campaign, and ends with three full-length adventures -- each with 3-5 encounters -- that showcase many of the new monsters, rules, magic items, and so on that appeared in earlier chapters. Each of these adventures comes with an encounter map meant to act as inspiration for hag lairs, and they include useful mechanical ideas for terrain effects and descriptive keywords listed directly on the map for added inspiration and easy customization! Designed by Tim Bannock. Written by Matt Butler, JVC Parry, Janek Sielicki, and Tim Bannock. Edited by Matthew Gravelyn and Tim Bannock. Cover Art by Elena Naylor. Cartography by Tim Bannock using Inkwell Ideas' Dungeonographer (Dungeonographer is copyright Inkwell Ideas). Layout & Graphic Elements by Elena Naylor with Tim Bannock. Interior Art by Arcana Games, Bruno Balixa, David Lewis Johnson, Dean Spencer, Earl Geier, Filip Gutowski, Jacob E. Blackmon, Joyce Maureira, Petr Kratochvil, Jayaraj Paul, Brian Brinlee, and Wizards of the Coast.
"The trees bend, twist and rearrange themselves as the sun fades, replaced by a single massive moon hanging high in the sky. You find yourself somewhere altogether different with bigger more gnarled trees, everything more vibrant with color in the bright moonlight. The bold browns, purples and blues around you don't feel real, more like something from a beautiful painting. Yet here you stand..." This is a one-shot adventure through one of the twisted fairy tale baronies of Thelanis. In it, the players find themselves in a strange land seeking an item they know little about. They will encounter a village whose people have been turned to shrubs, be shrunk down to a 20th of their size in a garden of tiny trees, fight a tree which is also a beholder, and come face to face with the Lady in Shadow herself. The adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around five hours. It is a great introduction to the planes of Eberron for DMs and players alike. It includes: * An exciting mystery to unravel * Three vicious new monsters to fight: earth bear, topiary beast, and the treeholder * Simple rules for running a skill challenge * A series of detailed maps for each combat encounter and an image for the puzzle encounter
A short mystery adventure with only two combat encounters: An archfey has placed a curse on a small hamlet, putting all the adults to sleep. The PCs must talk to the children to learn what's going on. When they get too close to figuring it out, boggles attack. Eventually the PCs realise they have to compose a short verse of poetry to wake the adults. When they do, an avatar of the archfey attacks in one last attempt to stop the PCs.