This scenario puts a new but experienced adventure back into harm’s way. After arriving at the small community of Penchant for a festival, the PC quickly discovers that there is danger afoot! The citizens are reporting a bloodthirsty creature roaming the area threatening the festival. If this problem can be resolved a second and more dangerous challenge awaits them in a nearby cemetery. As with all adventures in the Penchant series it can be difficult and not for the faint of heart!
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.” Hoist your sails, pull up anchor, and set a course for adventure!
A haunted house, a missing person, and a hint of wild fey magic. In the kingdom of Norland in the Moonshae Isles, King Keethan rules by the will of Torm the True, though in Glen Dourn folk still hold true to the old ways—a dense and layered folklore of monsters and tales to frighten children. It is to this remote valley that Keethan bids you make haste to seek out signs of his beloved cousin, Lady Sorcha Hannigard. Sorcha vanished on her wedding day three years ago, sending her groom and neighbours alike into mourning. But where can she have gone? The only remaining clues to this mystery lie in her abandoned mansion home, where powers less wholesome have now taken up residence. The Dread Coven will not give up what they know so easily, although they will strike a bargain if you’re willing to pay the price in pain.
Have you ever wondered what it would be like to actually encounter an area where someone has used Guards & Wards, Symbol, and other spells to actually fortify a location against casual intrusion and thievery? If you want to find out just how deadly a wizard's "getaway cabin" in the mountains can be when the owner isn't there to let you in, this is the adventure for you and your players. Suitable for a single session of play (unless characters get killed, forcing a retreat and later return), there's only one combat encounter, but the traps are deadly. Not recommended for parties below level 12. All of the defenses are based on actual PHB spells, although a couple are assumed to have been bound into items or interactions within the dungeon. This dungeon is originally from the "Against the Idol of the Sun" high-level hexcrawl campaign.
During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?
A good deed never goes unpunished in Ravenloft. Evil feeds upon itself - but it also feeds upon the good. Pgs. 54-74
One bad apple. The brownies would have been fine, except for the addition of one unexpected ingredient. This is a starting adventure for one druid. They set off on a wacky adventure with teh help of their driud master. Pgs. 22-31
𝐓𝐡𝐞 𝐁𝐥𝐚𝐜𝐤𝐟𝐥𝐚𝐦𝐞 𝐂𝐮𝐫𝐬𝐞 𝐇𝐚𝐬 𝐑𝐞𝐭𝐮𝐫𝐧𝐞𝐝! Step into a town where darkness has taken root, and every shadow hides a deadly secret. In The Return of the Blackflame Curse, you and your party will unravel the twisted mysteries of Whitethorn Rose, a cursed town teetering on the edge of doom. 𝐄𝐱𝐩𝐥𝐨𝐫𝐞 • 36 rooms across 4 floors (Basement, 1st Floor, 2nd Floor, Attic) • 5 detailed maps with day/night and transparent variants Explore the haunted Huxley Manor, a sprawling, intricately detailed estate with 36 rooms and 4 floors, each filled with terrifying encounters and bone-chilling secrets. With 5 beautifully illustrated maps, including day/night variants, you’ll be fully immersed in a tale of fear and survival. 𝐅𝐢𝐠𝐡𝐭 • 13 monster statblocks, each with their own lore • A intense boss fight with the vengeful Morgana Blackflame Face off against 13 custom monsters, each with unique abilities and terrifying backstories. From creeping apparitions to vengeful spirits, every encounter will test your players’ courage and strategy. And when it comes time for the ultimate showdown? Prepare for a climactic boss fight with Morgana Blackflame herself, a ghost hellbent on consuming the town in flames once more. 𝐃𝐢𝐬𝐜𝐨𝐯𝐞𝐫 • 13 tragic ghosts, each with chilling backstories • 8-page Ghost Hunting Compendium as a player handout • Solve mysteries and exorcise spirits to lift the curse But it’s not just monsters you’ll have to worry about. The town itself is alive with haunted events and 13 restless ghosts, each carrying a tragic tale. Investigate, exorcise, and piece together the dark history that binds them to this cursed place. To help your players dive deeper into the supernatural, we’ve also included an 8-page Ghost Hunting Compendium as a handy player handout. 𝐏𝐫𝐞𝐩𝐚𝐫𝐞 • 7 homebrew magic items, including a powerful Fated Item with 3 variants • 6 different charms to protect your players from the curse • 9 Magic Item Cards to print and hand out to players, with artwork, in 2.5 x 3.5 inches (MTG-sized) • 43 haunted events to keep players on edge Don’t go into battle unprepared. Arm your adventurers with 7 custom magic items, including 1 Fated Item with 3 powerful variants. Stock up on 6 unique charms to ward off the curse, and keep your party on edge with 43 haunting events that can strike at any time. 𝐑𝐮𝐧 • 17 monster cards for easy reference, with artwork, in 88mm x 125mm (Tiny Epic size) • Ghost Tracking Sheet for smooth management of the adventure • 36 small room cutouts for quick navigation during gameplay • 24 VTT tokens for easy integration into your online games For GMs, we’ve made running the adventure easier than ever. With 24 VTT tokens for monsters and NPCs, a Ghost Tracking Sheet to manage exorcisms, and 17 monster cards for quick reference, everything you need is at your fingertips. Plus, 36 cutouts in the description of every room, provide clear guidance for navigating the sprawling manor. 𝐏𝐫𝐞𝐬𝐞𝐧𝐭 • 7 detailed town locations for investigation • 7 NPC background and roleplay sheets to add depth to the world • 1d12 Superstition Table to bring the town’s eerie atmosphere to life Bring the town of Whitethorn Rose to life with 7 detailed NPC background sheets and 7 town locations, giving your players more ways to explore, interact, and investigate. And for added flavor? A 1d12 Superstition Table to bring out the eerie quirks of the locals. 𝐏𝐥𝐚𝐲 • Battle against the darkness with strategic challenges and eerie storytelling • Solve the murder mystery, lift the curse, and guide your players through an unforgettable experience With The Return of the Blackflame Curse, every decision matters, every room hides a deadly secret, and every ghost has a story to tell. Get your copy now and take your players on a journey into the heart of darkness. This is more than just an adventure—it’s a test of survival.
Centuries past, Lady Ilse ascended to scion of House Liis by trading the archdevil Mammon what he wanted most: her immortal soul – and a diabolical betrothal. The triumph proved hollow, for every year on the eve of her fell covenant, she was beset by visions of Mammon and her foul promise. Seeking to save herself, she was buried alive, swaddled in the holy symbols of a dozen divergent faiths. This desperate ploy held Mammon at bay for centuries…but a devil can afford to wait a very long time. After hundreds of years, the last of the holy wards has fallen. The devil has come to collect his due. Tonight a storm crashes against the ancient manor house and forgotten spirits rise from the muck and mire. The fallen belfry tolls once more, announcing the hellish fete. As the adventurers arrive to explore the Black Manse, Mammon calls for his winsome bride. He will leave with a soul at the end of the night. The only question is: Whose?
Some games aren't played for fun. A friendly little gambling game - with the most bizarre players and rules! Pgs. 24-32
Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!
This quest is for a party whose members all perished in the same encounter. The loss of an entire party is hard to recover from and often spells the end of an adventure. However, with the assistance of the enigmatic Raven Queen, the party’s tale might not be over just yet. The characters must wander through the Fortress of Memories; confront their pasts, present selves, and possible futures to return to life. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
In this small 25 page Gothic Horror adventure module, find the secret of the small village of Vaukelberg, where disappearances have led to a mysteriously empty town. Something is buzzing in the wheat fields, and the adventurers may not be hardy enough to survive the horrible Vander Cainse's idea of Perfect Corruption. Perfect Corruption- a 5e SRD adventure for levels 3, 7 or 12. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring 6 original statblocks, find out what horrible creatures lay in hiding in this horrifying Dungeon Short.
When the Guildmaster speaks, everybody listens. When the going gets tough, the thieves get going. For 3-6 thieves. Pgs. 9-16 & 34
Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066
Dragonbowl is a setting and pulp action adventure in one. It plunges a party into a rich festival scenario that revolves around a deadly gladiatorial contest, where the dangers they face in the arena are almost secondary to those they encounter in the murky criminal underworld they find themselves in: a world that stinks of corruption, human trafficking, illegal dinosaur-trading, necromancy, blood sacrifice and unnatural arcane experiments. The action takes place in a vast cavern in Mount Waterdeep, known as the Underbelly, where not only Dragonbowl Arena, but also an entire festival grounds – consisting of temples, bars, casinos, funfairs and markets - has been constructed to host this grand sporting extravaganza. With Xanathar, Jarlaxle, Davil, Volo and the Black Viper all in attendance, and scores of 'entanglements' (faction missions) to keep players busy, Dragonbowl can be played as a sequel to Waterdeep: Dragon Heist, or as a first step towards the Undermountain and the Dungeon of the Mad Mage. Equally, it can be played as a stand alone adventure, or easily transported into other settings. The adventure is written for a party of four 6th level adventurers, and easily customisable for three to five players, of any mid-tier level (the adventure contains maps and handouts adapted for both 4 and 5 player tables). The adventure is designed to last around ten to fifteen 4-hour sessions, but can very easily be shortened or lengthened according to the DM's desire. The adventure features all three pillars of play: combat (in and out of the arena), social interaction (a succession of parties and parades, where players can get entangled in NPC business) and exploration (30+ locations in the festival grounds alone).
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 derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play?
"Deeptown lies in the shadow of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it's the bandits who make the darkest deals - and their ambition comes at a cost far greater than the contents of any wayward caravan. You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price. You've got three days to raise some hell." This was one of the first third party adventures under the OGL for 3rd edition published by Atlas Games under the Penumbra line. The attack on the mansion is not a dungeon crawl, but feels like a commando raid aided by some unique magic items.
Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.