"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media
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
The Pumpkin Hag is built around halloween themes: plumbing the deapths of a giant pumpkin, fighting scarecrows and "Mum"sters, and a shapeshifting hag. It includes 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther that are suitable for level 2-3 play. Designed to be played in 3-4 hours, with level 2-3 characters this is a great HALLOWEEN one shot or side quest for a longer campaign. Fewer words, more fun! The goal of one page dungeons is to get the important information across fast. Make running simple. There is a map, room descriptions, and reference pages for monster stat blocks. A background and overview are provided. The goal is to give low prep DMs high prep experiences at their table. Included in All One Page Dungeons by Arcane Ink: ◦ A *.jpg or *.png for you to load it in your favorite virtual tabletop ◦ A single page map with markup descriptions of the characters, monsters etc, the party will encounter in each room. ◦ A simple summary of the history / overview of what the adventure is all about. ◦ Reference pages with all needed stat blocks pre-looked up and ready to go ◦ Art to help inspire your imagination ◦ !!!SPECIAL BOUNS!!! 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther One Page Dungeons take minutes to read and absorb and make preparation that much simpler.
The first of three adventures - The Snake's Nest An 11-page adventure for OSE SAVE THE MALATIR The Malatir tribe has escaped the goblin hordes that invaded their home after a catastrophic defeat. They have since found refuge in a narrow canyon, occupying some ancient ruins. With them, they have brought six wyvern cubs, their holy creatures. But snake eyes lurk in the shadows, watching over them, waiting for the perfect moment to strike and steal the tribesman and use them for their dark rituals. With few days left before the whole tribe is snatched from their beds, can the heroes save the Malatir and get all the riches inside the snakemen's nest? EXPLORE THE NEST Venture inside the nest and fight the evil snakemen in their home, a half submerged dam with a complex terrain and many twists and turns. The snake's nest is a low level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl. Many thanks to my friends [AntioniosAntani](http://instagram.com/antionosantani), [Francesco de Carlo](http://instagram.com/francesco.de_carlo/) and [MarilailaKek](http://instagram.com/marilaila_kek/) for their cover art, illustrations and page inlays. Download it now at [Itch.io](https://mrpilgrimtomes.itch.io/the-snakes-nest).
A green dragon called the Dawn fancies herself a deity and has attracted reptilian followers that raid elven settlements. The PCs must find her temple in the woods and end the threat. Pgs. 78-83
Hushed Hills is an adventure location set in a haunted town nestled in hilly woodlands. It doubles as a toolbox with encounters and NPCs to support DMs in running a gothic horror adventure. You can use it in three ways: 1. Run the Hushed Hills as a Tier 1 adventure that takes one, two, or three 5-hour sessions (based on the starting quest you select). 2. Select the best encounters and NPCs to add to your game. 3. Use the presented content as fuel to inspire your ideas. This toolbox is packed with assets and consists of: • 50 encounterswith 4 quests to tie them into an adventure. • 21 NPC outlines (including eldritch chimeras), • 3 multi-phased boss battle against the Godless Chimeras. Assets are grouped into 3 regions, including Crestfall Abbey, Town of Kletva, and Mirage Forest. Each region has a high-resolution map and each NPC a portrait. Published by: Immersive Adventuring
Nestled high in the mountains of the Holdfists is Karnack, known for a millennium as the ‘city of the gods’. Known for its multitude of shrines, one in particular has caught the attention of the party. Annwyn is the legendary Plane of Magic for Filbar and can be used to recharge magical weapons that ‘lose their edge’. This adventure was used to help the party recharge one of their weapons they had, but this setting can be used for a variety of different purposes including a visit with a rather nasty neighbor beyond the city borders….it ain’t easy being green!
Why Go to the Ruinous Palace? 1. Old Gold to be Stolen from Old Places 2. Rumors of Supernatural Fecundity and Ruination. What wizard would not wish to study such? 3. Nearby communities are hemorrhaging Livestock. The Dragon learns to hunt and gather. 4. A forest Unmolested for centuries… could become a fortune in Timber. Ruinous Palace of the Metegorgos is a new adventure from In Search of Games for your standard dungeon fantasy game. It's easily inserted into any campaign, requiring little modification to adapt to any of a number of dungeon fantasy systems (we recommend Lamentations of the Flame Princess). While written for levels 1-3, the adventure works well with parties level 4-6 as well.
A noble scion and his retinue from Baldur’s Gate left on an adventure amid much fanfare. That was two weeks ago. Rumours in the taverns suggest only a single soldier returned, bearing grievous wounds and a ransom demand. Is this a simple case of misadventure, or are darker conspiracies afoot? Can you locate and rescue the nobleman, or will you fall victim to the malevolent powers stirring deep within the Temple of the Opal Goddess?
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.
Night of the Scarecrow is a fairy-tale adventure for Tier 1 characters (Levels 1-3), loosely based on the Russian story Vasilisa the Beautiful. The party must seek for assistance from the ferocious hag Lucinda Lilywhite in order to discover how to defeat a monster of nightmares, and must complete three deadly tasks to gain her help. The village of Nalva is no stranger to creatures of horror. All kinds of bogles and shadows find their way there from time to time. But when a new and unfamiliar creature appears and starts snatching locals into an unknown dimension, their normal defenses are insufficient. The only solution they can think of is to brave the forest and beg the assistance of the local hag, Lucinda Lilywhite. A fearsome creature in her own right, Lucinda has a reputation for burning visitors to ash when they are insufficiently polite to her. But by all accounts she keeps to her bargains, and if found in the right mood, perhaps she will provide the advice and help they need.
This week’s encounter is April Showers and Foul Flowers, a combat encounter that could also become a puzzle for the druids and rangers in your party. While the characters travel through a beautiful meadow, smelling the scents of flowers and earth after a rain, the flowers at their feet spring to life and attack, threatening to entangle and devour them! These foul flowers were animated by the foul magic of a dark sorceress who infused the rain itself with her evil. The characters could fight back against the sorceress and her army of animated plants, or they could try to undo her spell and save the flowers—and the nymph that guards them.
This 5th edition investigation one-shot is planned to be played by 4 to 6 level 1 characters. The characters will face a spirit in the form of a scarecrow out to wipe out the villagers of a town, the group will discover that all is not what it seems and that this spirit is actually out for justice... or revenge.
In the Tullow Vale of Vasloria, the MacGraw tribe of goblins terrorize the Baron's Road as it passes through the forest north of Ivywatch, plundering caravans and kidnapping merchants and travelers. The heroes arrive upon an ambushed caravan just as the tribe scurries away with their screaming haul into the forest. Can you save the good folk of Tullow Vale before they meet their end at the hands of the goblins and their cruel leader? In This Quest MacGraw Hideaway is a short, not-full-level-length adventure, or in other words, a quest! This quest is about fighting monsters and being heroic. Combat encounters are built to be complex! The heroes will be expected to spin multiple plates at the same time! The quest will reward up to 6 Victories. Depending on your experience running and your table’s experience playing Draw Steel, it could run around 4 to 6 hours of playtime. 2 combat encounters 1 optional negotiation
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
The small fishing village of Fairmarsh runs along the riverside of the Winding Water. An ancient tomb holding a dangerous trophy has been disturbed, unleashing a long-forgotten enemy on an unsuspecting village.
Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele
Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.
Step into a world of ancient mysteries and divine secrets with "The Temple of the Silent Ones," an enthralling Dungeons & Dragons adventure designed for characters of levels 5-7. This immersive quest takes players on a journey deep into an enchanted forest, where a long-lost temple conceals the key to an unparalleled power. As the adventurers unravel the hidden secrets of the Silent Ones, divine beings who once guided the fate of the world, they must face a series of trials that will test their senses, abilities, and resolve to their very limits. In this captivating adventure, the players will venture into the heart of a primeval woodland, shrouded in an aura of mystique and otherworldliness. Within the temple's hallowed halls, they will encounter four enigmatic chambers, each designed to test a different aspect of their abilities: sight, hearing, speech, and mobility. As they overcome these trials, they will uncover the storied past of the Silent Ones and their connection to the elemental planes, primordial forces of creation, and the shaping of the world's many cultures. The ultimate goal lies in discovering a powerful artifact, a crystalline object that grants its wielder the ability to commune with the Silent Ones themselves, unlocking the secrets of the universe and commanding the forces of nature. "The Temple of the Silent Ones" is a versatile and engaging adventure, perfect for Dungeon Masters seeking a unique experience that combines elements of suspense, intrigue, and awe-inspiring challenges. Compatible with any setting in the Dungeons & Dragons universe, this quest can be seamlessly integrated into your ongoing campaign or used as a stand-alone one-shot or 2-3 session long adventure. Rich in lore and history, the temple's enigmatic chambers and the trials within offer an unforgettable experience that will leave players eager to explore further. Don't miss the opportunity to bring this enthralling adventure to life at your gaming table. Available exclusively on Etsy, "The Temple of the Silent Ones" is a must-have for any Dungeon Master seeking an exceptional addition to their collection. Immerse your players in a world of divine wisdom, ancient magic, and hidden secrets, and let the legend of the Silent Ones weave its spell around your gaming table.
After basking in the glory of your accomplishments, you learn of a problem with a caravan attack. A group of possibly Goblins have brazenly attacked the Hamlet of Kako, burning it to the ground. The information comes from a local farmer that witnessed the carnage. Pack your gear…time to go back to work in the Principality of Lockerbie!