Bandits have kidnapped the eldest child of one of Timbertown’s prominent citizens, who is secretly being manipulated by shadowy forces. You are tasked to get her back. But there are questions. Is she his real daughter? Does she want to be found? Who is behind the kidnapping in the first place? If you bring Evi home alive, your rewards will be great, and your standing in the town will increase. But if you fail, or if the demon worshippers of the Fraternity of Tharos gain a further foothold for their secret society, Timbertown's future may be in jeopardy. This adventure can be played in any frontier campaign area, but is set in the author's home campaign setting of Timbertown, a barony in Impiltur, a kingdom on the Sea of Fallen Stars in the Forgotten Realms, also available from the Guild.
An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?
Tucked away in the Springwood Forest is the Elven settlement of Silvantri. The town is filled with those Elves who left their ancestral home in the Treetop Forest. The community is elevated and suspension bridges link the buildings together. This setting will allow those enjoy Elven backgrounds to further their joy.
An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. Can you find the source of the madness and save yourself and the village’s inhabitants? A four-hour adventure for 5th-10th level characters.
After beating back the forces of The Triad the party’s fame has spread. Jobs have come in droves but none seem to interest the group until a strange letter is delivered by a young courier. A historian named Nagel Littlestrom would like some bodyguards for a pending trip to a place called the Delo Ruins to the east. Certainly a few items can be located that would be of interest to the party…
Red for love, white for purity, black for death. He was thoughtful, obedient, and trustworthy - the epitome of a traitor. All he needed were some heroes. A powerful undead knight, Agrovale, wants to be released from a necromancer named Talakara. He sets in motion an elaborate plan to get the players involved in overthrowing Talakara in her bid to become a goddess. He frames the necromancer for a kidnapping and murder and leaves a trail of clues to lead the players to her stronghold. The party travels through an extensive stronghold filled with many different monsters, finishing with a fight with the demigod Talakara and subsequently the freedom-seeking Agrovale. Pgs. 38-63
The Terror of Screeching Hill is an adventure designed for a party of four level 1-3 characters. Introduce your friends to Dungeons & Dragons or take a break from your current campaign and save the town of Stonehollow in this early level one-shot! To the villagers of Stonehollow, the flight of bats warns of an impending disaster. Earthquakes, which riddle the small mining town, often follow this omen causing cave-ins and trapping miners underground. Thankfully, the ground hasn't shaken in weeks. However, every night at sunset, a colony of bats fly over the town as a haunting cry echoes over Screeching Hill, a mound on the southern outskirts of the village. Villagers have begun to go missing, including the town's doctors Simon and Kirk Bartok, and some have suffered terrible wounds after being attacked by a relentless creature out of the darkness. With no doctors to treat the wounded and the expectation of more attacks, the villagers of Stonehollow turn to you for help. Will you investigate the terror of Screeching Hill and save the town from its reoccurring nightmare? Included: - A 16 page one-shot designed for level 1-3 characters - Unique maps - Two player handouts - A simplified document compatible with screenreaders
Despite the shaky alliance that exists with the elves of the Quivering Forest, they do not suffer trespass in their realm lightly, especially from common folk from nearby Phlan. A woodworker's recent blunder into the forest might set off a diplomatic incident. Can you help find him and mollify the aggravated elves?
A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89
Located at the division of land between the Duchy of Starryshade and the famed Horselords is the historic Mystic Wood. Home to the site where the peace treaty was signed between the two countries this area is rumored to have a strange effect on magic. Information has reached the local thane that a gathering, or conclave, of humanoids is to occur this weekend. He has dispatched his military but they are too far to be of use. He has heard of your growing fame and asked your party to investigate this rumor and take appropriate action.
Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31
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.
As the party relishes in the accolades of their achievements word of a Dragon nearby reaches their ears! Apparently a similar adventuring party stumbled upon the Wyrm by accident and was nearly wiped out. With the townspeople in fear, it is time again for the PCs to step up and perform heroic deeds! I wonder if there will be any pages from the mysterious Codex of Gamber Dauch will be around. With only one more adventure in the quest series the PCs must be getting close!
As you move throughout the countryside a rider appears in the distance and begins to close quickly. Hand going to your weapons you ready yourself for danger but notice the rider is very young. Timmy Little introduces himself and warns you of a bout of Goblin-Pox at his village. Many people are sick and need help. Timmy says he and other young people have been sent out to find heroes to save the town and asks if you can help. While the boy cannot provide a great deal of information on the malady he advises you that the people of Troburtandban who aren’t sick can help with information. Once you agree he rides off to find additional help.
When the characters set up camp in the forest, they catch the attention of a supernatural evil called the Night Hunter. Can they survive its increasingly audacious attacks and discover the true nature of what is hunting them in the night? This short horror scenario takes about 2 hours to complete and is for four or five 1st-level characters. Download it for free in the YouTube video walkthrough link! Inside the The Night Hunter, you'll find: -A new bogeyman monster tied to local folklore -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Beautiful VTT maps with and without grid by Lantern's Light Maps
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
The adventurers are called to the village of Pinecrest where all but one of the children have gone missing. Can they find the lost babes in the wood before the children meet their grisly fate?
What’s Included Heroes of Karatheon is a self-contained 6-7 hour 5e adventure for three to five 5th-level characters. This premium module includes: A full three-part story that evolves based on the players’ performance and choices Battle maps and custom NPC stat blocks New rules for chariot racing, a 4-stage relay race, and a “capture the flag” encounter A random table for 6 fleshed out Greek mythology-style encounters Your Mission A terrifying beast stalks the surrounding area of the port polis of Karatheon, destroying crops and endangering the lives of its citizens. The ruler of Karatheon, Archelaos Cirillo, has organized a tournament to crown a champion, bestowing upon them his blessing to slay the beast. Face off against other adventuring parties in the Colosseum, traverse the dangerous wilderness of the world of Korinthos, and hunt the beast in the mountains it calls home to claim eternal glory.
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
Lord Blackmoor's son has been kidnapped, and is being held in the crypts beneath an ancient fortress. Can our heroes rescue the boy before he is sacrificed in a diabolical ceremony? The party responds to a plea for assistance from Lord Blackmoor, whose son Willet has been kidnapped. Blackmoor desperately needs someone to mount a rescue mission. The party journeys along the old East Trail, facing bandits and dangerous obstacles before delving beneath the ruins of Firestone Keep, encountering fearsome enemies and ancient magic. Finally, the party must fight for their lives as the truth about Willet’s abduction is revealed.