Phandalin is a great location from which PCs can adventure. The information in this supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine, other adventures set in and around Phandalin, or used to add more flavor to any town. This supplement has information specific to the local varieties of the creatures that inhabit the plains and hills in the area of Phandalin and provides new NPCs, backgrounds, feats, organizations, and adventure seeds that DMs can use.
The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.
The Filbar Quest series continues with FQ8 – Uprising of the Undead. As you continue to pursue the lost pages from the Codex of Gamber Dauch (Daw-sch) you quickly discover that the dead have risen from their graves. A rogue mage known as Mortatus the Wicked has discovered the emerald pages from the ancient tome and is using the powerful magic to raise an army of the dead. Your cleric had better be in good graces with their deity!
Barrow of the Culder is the initial adventure in the dangerous land of Provincia. Carrying on from this month’s free adventure, this scenario brings the adventuring party together in the small community of Merrydale. Two PCs will be meeting on the hill outside of town and then move forward to find additional members of the group as well as their first challenge. One PC will have received a job to find a missing minor artifact and have orders to gather any assistance…hence the party forms and has a common goal! After gathering their equipment they will follow a hidden trail to the final resting place of the feared warlord named the Culder.
When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? Cries of "Murder!" brought the villagers of Deepwood running to the temple to witness a grisly sight. The priestess of the Temple of Ehlonna lay murdered on the floor, savaged by some vicious beast. Above her body stood a large wolf. Then, before their horrified eyes, the wolf turned into a man -- their friend and neighbor Trammil! The villagers lost no time in giving Trammil the justice he deserved at the end of a rope, even over the objections of those few who thought he deserved a trial. But Trammil's death has not made the villagers feel safe. No one suspected his dark secret until the day of the crime. Could there be others? Can anyone in town be trusted? Only someone who can translate Trammil's journal and fully investigate the murder can solve the mystery.
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
Ehor Stravensky sells the most marvellous potions, and the secret ingredient is purewater - water from the elemental plane itself! A small hole between the planes sits in the heart of a nearby forest, but recently the path has grown dark and corrupted. Ehor wants you to clear a path and secure more purewater for his business, and he'll pay handsomely. This first-level adventure is perfect for first-time DMs and players alike. Delve into the forest of Airedale and fight a skittering spider host, meet a dryad, and face off against a classic D&D monster! Included in this adventure: A quest to delve into a corrupted forest Bloodhawk hatching rules 7 encounters and 5 battlemaps Approx. 4 hours of fun An awesome adventure for 1st-level parties
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
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
An adventure for 3-4 characters of Levels 3-4 exploring a ruined temple in a deep forest, with new monsters, new magic items, and all new original art. Deep within the Forest of Legressia lies a ruined temple of a long forgotten goddess. This ancient, crumbling temple is rumored to contain an artifact of the faith deep within its bowels, but also to be guarded by a shadowy malevolence. Your party has been tasked with reconnoitering the temple and retrieving the artifact. Great rewards await those courageous (or foolish) enough to delve into the Shadowed Temple of the Forgotten Goddess... https://www.drivethrurpg.com/product/475049/OSR-One-Shot--Shadowed-Temple-of-the-Forgotten-Goddess?src=hottest_filtered The adventure includes: 5 fully fleshed out encounters within the temple. Traps, monsters, riddles, and mysteries abound Four new monsters, two of which are variants of the shadow-bound Umbrathi, charged as guardians of the temple's secrets Harvesting and crafting options, for defeated and destroyed foes A new magical item, the Amulet of Redemption Lore connected with the world, including tie-ins to adventures to come A professional battlemap/sitemap from the superb Silver Compass Maps Incredible orginal artwork from Simon Underwood and Carlos Castilho Map Pack: includes gridded and ungridded versions of both GM maps and player friendly maps. Also includes VTT compatible maps
"While staying in the quant rual town of Keswig, the PCs are approached by a troubled young woman named Elexa Justheart. Elexa has just returned from the Galhanor Crusades--a war fought against giants and humanoids in the distant Galhanor Mountains. After serving six months as a cleric in a series of major battles, she recently arrived home to find her uncle's castle occupied by evil brigands." -- from the module. Includes overland maps and maps of the tower and castle.
Once a naval powerhouse, the Kingdom of Bane ruled the waters wherever they went. Four decades ago the neighboring countries noticed a stark difference taking over the once lush Bane. As the years progressed, rumors swirled about the downfall of the proud nation but the overall view was that a curse took over. The kingdom had been famous for the multitude of riches and magic it once possessed and it is widely believed that undiscovered treasures await any adventurer brave enough to test their mettle against the curse as well as the elements. This offering is 70 pages of magic, challenges, and a lot of urban discoveries. This scenario can be cut up and used as individual projects or as a massive campaign. The original campaign allowed the players to move from fifth level up to eighth!
For generations, the Broken Tusk following has roamed their small patch of the Realm of the Mammoth Lords in relative peace. Now, to avoid annihilation from a maniacal war horde, they must flee into the unknown. If the Broken Tusks are to survive their flight, a team of their best scouts will need to chart a safe path through an unforgiving wilderness. Along the way, they'll uncover the mysteries of a powerful artifact that promises to change the course of history. "Broken Tusk Moon" is a Pathfinder adventure for four 1st-level characters. This adventure begins the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes a catalog of the characters' band, the Broken Tusks; new spells, feats, and items perfect for trappers and foragers; and new prehistoric creatures to befriend or bedevil your players. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
Deep in the elven forests of Myereth, ancient rowan trees spread white boughs above a sacred site. Pillars of stone twist like some strange form of vine, curling among the branches and reflecting the light of a silvery moon. The forest is silent, and beautiful, protected since the dawn of time by a powerful Unicorn. The elven forest of Myereth is well known throughout the world as a safe haven of good and peace, a place where evil cannot stand to enter and where the trees weep healing tears upon those injured within its boundaries. Any player character elves know of the forest, its healing properties, and its legendary beauty. They may have heard of it as a legend, or they may have visited its mystic shrine when they were children, brought along on a pilgrimage by other elves. But something has gone terribly wrong. Refugees from Myereth, terrified and confused, are flooding into other elven cities. They speak of a great evil that has conquered the forest, one that has killed the body of the immortal Unicorn and tainted its spirit. Myereth runs with blood, they say, and the once-powerful rowan trees have begun to wither and die. In the center of the Rowan Grove, the bloodied bodies of the last elven warriors of Myereth lie scattered and broken. Those responsible call themselves the Servants of the Blood Moon, and they are led by a dark-robed sorcerer. The surviving elves do not know this evil man — all but one of those who fought against the Servants died — but they know that the sorcerer calls himself Tamarat. He has butchered the Unicorn, the spirit of the forest. The Myereth, and the elves, are dying.
Thunder and quake have come to the old town. Towers crumble, homes tumble, the quick become the dead. What omen could be more obvious? The Pharaoh Fish under the mountain is displeased. This God must be propitiated. Brave heroes must venture to buy the city's salvation. At the very least, the Town Council needs to appear in control and send some 'expert adventurers' into the depths. A fantasy pointcrawl adventure for characters of 5th to 6th level. Local town, 17 pointcrawl regions, dungeon inside the Pharaoh Fish. Pointcrawl mechanics for Old-School Essentials. Keyed in a quick-reference, bullet point format. Unlabelled map included for VTT use.
In a small town the adventurers were hired to retrieve some worg puppies out of a goblin village. The dog breeder will pay well for the puppies. But will the goblins give up their animals? Let’s find out together. I wish you a lot of fun with the cute little puppies
When elf noble Caracticus Swordstar approaches the party with a fetch quest, it seems simple enough. But the item he seeks was brought deep within the forest, stashed in a long-forgotten mansion, and guarded by a sentimental banshee. The party must navigate the mansion and the entangled pasts of the Swordstar and Shandorel families to finish the job, or find themselves the next undead guests of Giltred. Pgs. 61-67
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47
Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073
Anamdael is a small town remarkable only for its peacefulness. However, the town harbors a dark secret: Long ago, a resident entered into a pact with a Night Hag, whose services come at a price. Travelers who once gave little thought to Anamdael now hear rumors of a strange cult in its woods. Your party is hired to locate and return a missing person, last known to be traveling to Anamdael. Before you may enter “Mother’s” land, you face your first test. Your responses determine more than you know and set the stage for an eerie adventure.