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
"TRAPPED! What’s that gigantic stage? Why does that village look so out of place? How do you escape this place and why are those two ballistae arguing like siblings?! Find out in the Mezzanine, a Domain of Delight created by an Unseelie archfey named the Grand Director." In the land of fairies, lives an imprisoned archfey named The Grand Director. He made the mistake of disrespecting his evil queen and tries to perfect his horrible play. Within this adventure you will find an Unfinished Wall, a Dance Battle, and Trippy Mushrooms. Your characters have become trapped in the Feywild and they must get the locals to set aside their differences to help the archfey revamp his play for the Unseelie Queen.
Questing through the forest, you will be tested. Which side will you take between a wizard and the Keepers of the Veil? Will you be able to find the materials necessary to help cure your friend of the ancient evil that assails him? And when it comes down to it, what are you willing to sacrifice for your beliefs? Third Time’s the Charm picks up where Second Glance left off and invites the PC to find a wizard who can help heal the Crystalline Curse slowly paralyzing the PC’s friend and protector. As the party grows closer on this adventure, learning to depend on one another, they must also navigate the Veiled Wood’s changing landscape, deciding who they can trust and who they will help as much lies in the balance. Though this was written as the third installment in the Crystalline Curse Trilogy, this adventure can be inserted into any campaign setting and scaled accordingly. Third Time’s the Charm is part of our 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 third-level character in a one-on-one 5th edition D&D campaign. Everything you need for your own two-person game is inside! This product includes: -A 3rd or 4th-level adventure adaptable to any setting -Stat blocks for one new creature and two NPCs -A region map, two sitemaps, and a hand-drawn dungeon map to aid the PC’s investigations -A fully realized forest region with fleshed-out NPCs and places to explore -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -Four custom magical items And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. Published by D&D Duet.
In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.
The Toxic Wood is a deadly wilderness adventure for Old School Essentials This hexcrawl adventure focuses on game-able content and being easy to use at the table. It is graphic and art heavy and utilizes a lot of random tables to make it easier for GMs to run with minimal prep. "You have been hired by a secretive council of wizards, who refuse to meet in person with you, to rescue the survivors of Mugwort - a town which was thought to have been destroyed and lies deep within The Toxic Wood. The Wood is corrosive and the air is not safe to breath there, so the wizards have given you a magical orb which will create a safe dome of air around you. The orb must be fed with fuel containing life force to continue operating properly. They have also gifted each of you a less effective necklace which will create a temporary small bubble of clean air around your head as an emergency measure. The Wood became noxious a couple of years ago after a dragon known as Ion moved in. You will have to navigate to Mugwort without Ion noticing if you are to conduct a successful evacuation." The toxic wood is home to many strange entities; spiteful mutated horrors, ancient insectoid witch sisters, bloodthirsty redcaps, a mushroom witch and a corrosive dragon cult. Noxious gases produced by alien plants slowly coil through the air creating an endless red haze. Anything that is not part of the woods lethal eco-system is rapidly corroded, with all evidence of its existence erased within days. Details: 32 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Hyperlinks Random tables Hooks and rumors for your players Rules for surviving in the toxic wood using the orb and other means 16 keyed hex locations Backgrounds for characters to aid roleplay New monsters Key NPCs A timeline of events for the DM to structure their sessions around Flora of the wood Random treasure tables Prompts and resolutions for what happens if players take different actions Cursed Items and Powerful Artifacts: Scattered throughout the wood, offering potent abilities but often with dangerous drawbacks.
A meteorite has crashed into the countryside, and now vicious enemies prowl the night. Can the characters put a stop to the sinister force that is causing savage animal attacks and a growing list of missing people? Watchers in the Dark is a cosmic horror one-shot adventure for 4th-level characters. It takes about 3-4 hour to complete and includes: - A horrifying discovery beneath a meteorite crater - Three new monsters: two variant ankhegs and an alien being, the mind-shard - Combat cards for each monster, PC, and special treasure - Gorgeous, hand-drawn maps by Jake from Beware the Wizard
The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!
Your group of adventurers has come together from a successful adventure in the old ruins seeking more fame and glory. As they travel they come upon the small community of Kamortha. Recently a problem occurred when the Witch of Margrove Swamp cursed the community as she left. Now the people have developed some strange facial malady and they want a cure. Can your party of adventurers discover the secret of the plague and resolve it for the fine people of Kamortha?
The city of Stonewood has seen a number of strange disturbances of late: grave robbings, disappearances, and recently a spate of murders. Adair Wyatt, a local merchant, has asked you to help him find his missing brother Dayton. His last known whereabouts? Stonewood's necropolis, where he works as a gravedigger... The Graveyard Shift is the first in the Adventure on Tap series. The adventure centers on the city of Stonewood but can easily be transferred to any medium or large settlement as long as there is a graveyard nearby and access to a local forest. The adventure was designed to have an equal balance of combat, exploration, puzzle, and role-playing encounters.
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
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.
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
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?
"The Tree Prince“ is a short adventure. The adventurers will meet a fae leader for whom they will fulfill a task.
One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128
"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
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
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
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.
This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.