Frequent visitors know that the Adurite culture once ruled a large portion of the known world but has now all but disappeared. In this adventure a relic Golem that guards a shrine has been duped and gone on a rampage. This adventure was originally created for a “filler” adventure on a day when the entire party could not adventure. Spoiler alert the Golem is not the worst thing the party will face! At 29 pages this adventure has a little bit of everything.
An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
The loggers of the West Wood have been logging these lands for over five years without a problem. Now, an eerie entity demands that they cease their logging activities and evacuate the forest immediately. If they refuse, they will die. When the PCs arrive to help they find that things are not so black and white. The decisions which they make will have permanent and lasting implications for the entire region. Will the PCs choose to save the forest and lose the support of the village, or destroy a sacred elder tree in order to win the hearts of the loggers and their families?
Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours. This product includes Fantasy Grounds files for the adventure. What Inspired Cellar of Death? The introduction of Tomb of Annihilation states Syndra Silvane learned about the Soulmonger from the Harpers, who “received their intelligence from a lich.” This adventure is the story of how the Harpers gathered that information. Cellar of Death has a second purpose: to give characters a greater stake in the outcome of Tomb of Annihilation by creating an NPC they love. The death curse kills this NPC, giving the characters a personal reason to go to Chult.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?
What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.
A religious festival in the nearby town of Saratoga is the spot your introductory level PCs have opted to begin their careers. With so many people coming to the festival the group anticipates finding information on adventures they can start their budding careers with. Action begins sooner than expected as the celebration is interrupted by a group of Stirges bothering some of the revelers and it quickly gets worse…
In this small 14 page adventure module, help the small village of Bull's Creek and a druidic grove! When a powerful nature spirit gets sick and lashes out, heroes are needed. Can your players stand up to the sickness that seeks to kill not only the organism that is the forest but, everyone else around too? Secret Grove of the Forest Goddess- a 5e SRD adventure for levels 1, 3 or 5. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring an entire dungeon, town, and forest exploration, Secret Grove of the Forest Goddess has everything you need to give your players a great introduction to the game.
Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town. Four hour adventure. Also contains information about the town of Elmwood. Part of the Elmwood Trilogy.
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!
The heroes hurry to reclaim a treasured item that an evil hag has hidden away. The item they seek is well guarded by dangerous foes bent on destroying any that dare enter their domain. Estimated play time - 1 hour. This product contains two combat encounters designed for 4th level PCs, an extensive backstory, new monsters and new magic items. The encounters are easily adapted to almost any campaign setting. The text also includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the second of a three-part "Fey's Bargain" encounter series.
Every autumn the reclusive goliaths of the Silvertop Mountain Clan hold their Festival of the Hunt, inviting neighbors to join in the partaking of merriment and mead. Your adventuring company finds themselves drafted as monster hunters when a young huntress is slain. The culprit? A lamia, whose lair has discouraged all previous attempts to destroy her. What the party finds inside her cave triggers a different call to action. Pgs. 21-27
This tongue in cheek adventure brings new PCs into a small town after an adventure. Upon arrival they quickly discover that the small agricultural community has just been robbed of its harvest supply. With the seasonal change coming those supplies are necessary for the town’s survival. One of the victims of the attack was an alchemist. Contained within his bag were a few Potions of Growth. The bitter taste of the potion disagreed with the bandit who discovered it and he flung it into a field. Unfortunately for the PCs oversized fowl must be overcome before dealing with the bandits. Used as a fun one-shot for my group this scenario can be quite deadly if played poorly. Will your players save the day and feast on a Giant Turkey? Gobble this adventure up for free!
While doing due diligence going over some dusty tomes you have discovered a scrap giving you a clue about some magical items in a strange obelisk somewhere in the vicinity. The adventure takes the PCs across the Torgoth’s Causeway into the frontier. A few coins to a local sage and you will have a better idea on where to go…or so it would seem.
Continue your duet campaign or add something new! Wake up in a druid colony and embark on a quest for trust and truth with plenty of political intrigue, hidden plots, and exciting combat along the way! Second Glance picks up where our first adventure, First Blush, left off and invites the PC to explore their world, test their growing abilities, and get to know their mysterious crystalline companion. However, this adventure can be inserted into any campaign setting and scaled accordingly. Second Glance is part of D&D Duet’s mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a second-level character in a one-on-one 5th edition D&D campaign. It lets the PC explore a druid grove and observe its mysterious residents before traveling to a too-perfect town with twisted secrets. They’ll take on a calculating magistrate, addled cleric, and dark forest creatures but find that other, more ancient mysteries lie in wait just beneath the surface. Everything you need for your own two-person game is inside! This product includes: -A 2nd or 3rd-level adventure adaptable to any setting -Stat blocks for FOUR new creatures and three NPCs -A region map, two settlement maps, and two site maps to aid the PC’s investigations -A fully realized town complete with shops, fleshed out NPCs, and places to explore -Side-quests for curious adventurers or those fond of gold and magical items -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -A custom magical item And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. It could also serve as a story hook, session zero, or multiclassing narrative for a PC who wants to become a druid. Published by D&D Duet.
At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!
A small port seems the perfect place to dock when a freak storm forces the small trade cog, Sea's Rock, to find solid ground. But the newly discovered port town raises questions: where are all the residents, and are any of them still alive? This module favors investigative and inquisitive playstyles over kicking in the door with swords drawn. Without at least one Medium female humanoid PC or a PC who can speak and read Orc, this may be a difficult module for the players to complete in a cohesive manner. Published by Insomniacs Ink
The Ice Tyrant is a Dragonlance Firth Age adventure set in Southern Ergoth, the domain of Gellidus the white dragon. This scenario takes the heroes from a coldswept refuge of the Silvanesti elves to the citadel of Anghanor, left untouched since the Knights of Takhisis' withdrawal in 383 A.C. (just before the Second Catalcysm). The once-familiar locales of Ergoth have changed since the War of the Lance. Now, in the Age of Mortals, most of Southern Ergoth is covered by a great glacier, and the capital city of Daltigoth has fallen to ogres loyal to the brutal dragon overlord Gellidus (known to humans as Frost). The adventure begins when the heroes join a band of Silvanesti renegades who have successfully evaded Gellidus' clutches. The elves plan to strike back at the cruel Ice Tyrant by uncovering his "secret" in Anghanor. --from the adventure. NOTE: this module uses the Fifth Age rules based on the Saga card system. It is supplemented by AD&D rule text boxes. As such, there is no recommended level although Tier 2 play seems appropriate. Includes an overland map and a map of the tower and keep. Pgs. 26-49