Located in The Vast north of the Sea of Fallen Stars, Adhe Wood is a small but deadly place. Legends swirl of a mysterious temple in Adhe Wood where statues of snakes hold massive emeralds. But the citizens of Sevenecho, the town nearest to Adhe Wood, seem to know nothing of this legend and refuse to speak of it. Travelers into Adhe Wood rarely return, devoured by the mutated spiders that lurk in the trees.
Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving — all the elements of a classic D&D adventure in 4 hours. Don’t be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase you’ll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so they’re easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!
The village of Bad an Fithich is besieged by a monster and the villagers offer a reward for its head. Thus far none have succeeded, but the tales tell only of a large wolf, which seems like an easy bounty. The party’s first night in the village is marked by the cry of a banshee proclaiming their inevitable doom, but if they listen closely they may hear another story. Pgs. 119-127
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
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.
Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.
Hi! I am pleased to present the official English-language release of the Italian best-selling adventure: La Seconda Alba Nera – The Second Black Dawn! If anyone is looking for a good starter adventure for 5th edition but wants something a bit grittier and darker may I recommend it. The Second Black Dawn is coming ... The king is missing. Hordes of undead spread across the kingdom like a plague. Outlaws attack and pillage defenseless villages. A party of adventurers is called upon to explore the region and investigate the mysterious disappearance of the king. Main Features: - A compelling, dark adventure estimated to last over 30 hours of gameplay and bring the characters from 1st to 5th level. - Five new monsters and one new weapon - Random encounters designed specifically to integrate with the tone of the adventure. - A list of music suitable for use as a soundtrack to accompany the adventure, to engage the players and emphasize the adventure's atmosphere. - Four pre-generated characters usable for the adventure. - Hypertext links in both the index and the text and bookmarks included. - An optimized PDF also available in a printer-friendly version. Find out what is bringing the kingdom to its knees... before it’s too late! Thanks to Marco Fossati for the translation and Simon Collins for the English-language editing. Any questions, please ask!
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.
Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
Elmwood village has had its fair share of corruption and destruction, and the villagers won’t take anymore, not even from fearful hags. Manipulation, lies, and greed are at the heart of their woes, but what if the rumors about hags are wrong? What if the most untrustworthy person is the one the villagers trust the most? Can the party sift the truth from this appalling morass and put an end to the threat?
It's feeding time at the zoo and you could be the main course! Raven Aldritch, mysterious and beautiful, runs the Aldritch Research Centre and Zoo for her father, a powerful mage. He enjoys turning dangerous creatures into terrifying monstrosities. But daddy is away and the magical shields that hold the creatures in their enclosures have failed. These monsters are rampaging through the research centre endangering the lives of the innocent workers. Raven desperately needs help to regain control, and she’s willing to pay the right group of adventurers handsomely. Will you come to her rescue? An adventure for the world’s greatest roleplaying game. Fifth edition compatible. A one-shot for a party of Level 3 adventurers
Lorena Appleton, the youngest daughter of the youngest son of the heir to the Appleton estates, went missing several weeks ago and returned with a mysterious illness. Her parents spent their vast fortune pleading to all doctors and clerics passing through their town of Braeburn, desperate to find a cure for their daughter. Several healers have said that they couldn’t cure her without knowing what caused the ailment, but Lorena hasn’t said a word since she fell ill. The story piqued the interest of Syvil Loganberry, an elderly Halfling Cleric from the nearby city of Brackenshire. But the roads between Brackenshire and Braeburn have become wild in the last century, and all manners of forest creatures have turned vicious against those who dare brave the roads. The upcoming harvest festival in Braeburn has increased security along the roads, but Syvil grew old by being careful and has hired your band of adventurers to keep him safe as he made the journey. The three days of travel go by without an incident, but those familiar with the woods may wish otherwise. The forest has been still, silent, without even so much as a bird’s song to keep you company. It’s as if the forest itself is waiting...
Your time on the mainland of Calentria has come to an end and with an appropriated ship you find yourself approaching a collection of island in the middle of the ocean. Some of the sailors that have ventured into this area before report there may be a language barrier. As you approach a large land mass a dark shape in the sky seems to take notice of you…
Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga
Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.
Rumor has it that an evil temple resides in the forest as well as a mad mage who may or may not consume children. While these rumors abound speculation of the existence of such is frequently countered with the tenacity of the elves watching over the forest and how it would be unthinkable for them to allow such issues to occur. Note: This seems an incomplete adventure. While the evil temple is mentioned, there are no maps for it. Also the mad mage is given back ground, there are not stats for an encounter.
At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!
Your adventurers are in luck! They are stumbling into the town of Larksville just a day before the Annual Cockatrice Race! This event and the revelries surrounding make up a week of pure entertainment for anyone passing through the area. The town is of medium size with a population close to one thousand, but during their Fall Festival that number is nearly tripled as people from all around flood in. The air is constantly filled with music and the smell of delicious foods. There is a bard in every tavern and a drunk passed out in every street. Most buildings are hanging red, gold, and orange decorations (the official colors of the festival) and anyone wearing those colors receive discounts on goods!
As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. 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. "Dungeonland" is also designed so that it may be used along with its companion scenario, EX2: "The Land Beyond the Magic Mirror." Still, "Dungeonland" may easily be played on its own, and should offer hours of excitement in its strange landscape! TSR #9072