The palace of the Forest Queen contains treasures unimaginable. To the sons and daughters of Athas's harsher climes, Gulg and the Crescent Forest seem almost perversely lush, a jumble of green and growing things hording precious water for the benefit of the few. But while basking in the glow of Lalali-Puy6's gratitude, your characters have the richness of the forest at your beck and call. Of course, the Oba's sensibilities are easily bruised, and her nature is notoriously unforgiving. Gulg's dank dungeons are only a staging area to a deadly ceremony, where the young nobles of the city chase prisoners through the forest to earn their places as lords of their city - the Red Moon Hunt. Play this as a stand-alone adventure or as the sequel to Freedom, Road to Urik, and Arcane Shadows. TSR 2412
War is looming between Nanch and the Fey. Those on the border are caught between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler! The adventure spans a series of strange and otherworldly encounters with the magical and surreal denizens of Greenwood—while under the incompetence, cowardice, and bullying of Pertrub (one of the King’s footmen). As the encounters continue, signs of the Earl’s fate are everywhere. The players must pick up clues and begin to grasp the realities behind them! The adventure features a number of visual puzzles with handouts to help the players solve them. This 20-page, stand-alone adventure includes a new class: the Wild Elf. The adventure is for low-level characters. It is not setting specific and can be placed near any ancient woodlands.
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.
For many years folks have gazed into the churning black vapors of the Shadow Rift and wondered at the horrors that might lie within. Some have speculated that it might be a realm of the doomed, where tortured spirits suffer the hours of eternity. Others have speculated that it might be an empty domain, waiting for the arrival of a master who is evil enough to claim it and shape it in his own image. Ever the mysterious Vistani do not know what secrets are hidden in the depths of this gaping chasm. Now, the time has come for the veil of Shadows to be parted. Loht, king of the shadow elves, has reclaimed the mighty Sword of Arak. With this relic, he intends to set in motion a plan that has taken thousands of years to form. He will throw open that vary gate of darkness and invite one of mankind's greatest enemies to walk the land of the living. And if he is not stopped, the rivers of Ravenloft will run red with the blood of the innocent. The adventure can be played independently or in conjunction with the Ravenloft Adventure Servants of Darkness. TSR 1163
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
With rumors of disappearances running rampant in the area, your group comes into the small community of Morla Dale with more questions than answers. Several wanted posters during your journey have shown a criminal called Sukits the Butcher. Perhaps this strange individual is behind the abductions?
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
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)
Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it “obsession”) in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt. Not knowing what became of her, the elders ask the adventurers to find Jelendra. “Let her know that she is missed, and we want her to return home,” one elder says. Pgs. 114-119
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
One page side quest, one page maps. For amusement, twenty years ago, a transient vampire passed its blood curse to a flying squirrel making it undead, intelligent, and immune to aging. The squirrel calls itself Darkfang and mostly enjoys preying on tiny humanoids, favoring halflings, elves, & young humans. DF often relocates as years ago it learned humanoids seek justice. To avoid notice, DF may move lairs after killing a humanoid. Three solid adventure hooks are provided. Published by Wicked Cool Games
AL19 – Junket to the Southlands has the PCs enjoying a little R&R in southern Allatrama when a caravan comes into town. Scuttlebutt has it that some famous Bard came in with them and is giving a performance later. With nothing else to do you opt to take a listen. After hearing the tales recited by the incredible poet you opt to visit the location of her stories. Saddle up folks, you’re heading into the frozen land to the south!
The Full Campaign - Updated for 2020! On Shadowed Shores In a land few have heard of, and fewer still have visited, lies untold adventure, treasure and fame. The renowned Captain Farsail has sent out word that she will undertake an expedition to Serpent Isle, but is in need of a crew. Anyone able to hold a sword or cast a spell is welcome, but be warned, the island is as deadly as it is beautiful.
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 Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?
Characters strike a blow against evil when they take on orcs and assassins in these scenarios. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
The village of Dreigrenzdal has an enormous problem! On the morning of the town’s annual Spring Market Festival, the chieftain of a clan of neighboring stone giants is found asleep in the town square. When all attempts to awaken the giant fail, the characters must venture into an enchanted grove called the Cradle Wood to search for answers. There, they are caught up in an ancient feud between a hag named Goodie Grimjaw and her wicked sisters. Can the heroes help Goodie maintain the sorcerous ritual that keeps her evil sisters in check? Or will the party fall prey to the machinations of Goodie’s cursed elder sisters, Gertie and Grizzie, and their steel-toothed, construct minions?
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43