This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...
Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw! Pgs. 19-50 Updated to 5th Edition in Ghosts of Saltmarsh
The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.
Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay. A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Aventyr Campaign Setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.
War brews beneath the emperor's notice, nature convulses as unholy demons bring woe to entire prefectures, and hobgoblin mercenaries wearing powerful machine armor march in greater numbers than ever before. Will you rise to save the empire or is Soburin destined for destruction? Soburin is beset upon by dark forces from its ancient past—not only the evil mists that transform men into monsters, but now too the return of a potent necromancer set to bring about a reign of agony, despair, and death! In the looming crisis the immortals that have treated the world as their gaming set are gathering their agents and pawns, deploying unique warriors across the continent with goals as mysterious as they are. It is within this epic game of intrigue that the adventurers become entangled as they undertake quests for the governmental bengoshi in the Sukochi, Yokuba, Ikari, Hakaisuru, Fuson, and Gekido prefectures as well as visit the enigmatic Tsukisasu, city of oni. Demons begat by the entities that consumed nature plague the party during their travels as do a very special gang of smugglers, the gun-toting Mubo Brothers, and the bloody hobgoblin mercenary erikotera warriors suddenly far more populous across the countryside than ever before. By the time all is said and done the PCs take part in a furious mass battle, nail-biting race through an undead dungeon, and finally an epic fight against an ancient evil atop the Hone-Noroi bone tower before it all comes crashing down! This extensive adventure path takes characters from 3rd to 12th level and includes all previous Mists of Akuma modules (Scourge of Róbai Shita Temple, Feud Primordial, Fangs of Revenge, Cursed Soul of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master) paired together with connecting material that creates one intensive campaign sure to delight GMs and players for months on end! It would be exhausting to list everything that's inside of the 374 pages of Trade War—here are some quick highlights and if you think this book is for you, peruse the table of contents (below) and sample PDFs. Over 50 maps 90 different NPCs and monsters 6 highly-rated adventure modules ranging from straightforward dungeon crawls to sandboxes of intrigue and back (and 2 sidequests by Andrew Engelbrite and Dirk van de Rijt) 8 new class archetypes: survivalist barbarians, smuggler bards, acrobat monks, tumbler rogues, enigmatic eye warlocks, desperado warlocks, and wizards of the inside out 32 new martial arts stance feats including new weapons martial arts stances Hyperlinks throughout to make accessing statblocks from the core rules a breeze Rules for mass combat An epic 9-level bone dungeon inspired by Buddhist hells Mists of Akuma character sheets
Over a millennium ago, a clan of dark elves broke away from their evil kin and fled from the city of Menzoberranzan. Though many lives were lost in the initial exodus, the large numbers of the renegade band ensured that they were more successful than any could have hoped. And yet, the drow that finally arrived into the surface world found themselves shunned at every turn by those unable to see past their appearances. Just as their hope was beginning to wane, a song rang out through the night, beckoning the way to the sea and to a silver ship waiting amidst the dark waves. Many years have passed, and little knowledge remains of the strange island that the dark elves came to call their home, but the wicked Lolth forgets nothing. Evil magic converges upon El’tara and begins to steal away the light of hope. Whether through fate, mere coincidence or perhaps divine intervention, a band of adventurers find themselves standing at the shores of this land in the time of its greatest need. This adventure should run for approximately four to five hours and may be played either as a one-shot or as part of an ongoing campaign. It contains guidelines for running the adventure at any level from 1st to 8th and for a variety of group sizes.
"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
While exploring an uncharted island inhabited by sinister, otherworldly entities, the PCs are confronted with the ultimate dilemma: will they stop at nothing to uncover the forbidden secrets of an earlier age... or will they consign that ancient lore to be forever forgotten in the mists of time? Arriving at the correct choice may not be so trivial as it seems... A 5th-6th level adventure for An entire island to explore, with mysteries to solve and NPCs to interact with Challenging investigations and devilish enigmas Full-color art and beautiful handouts (even in digital format for online play) to engage the PCs Five new fearsome monsters ready to use in any campaign New feats and spells
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110
Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...
After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…
Ahoy, mateys! Join Captain Moonlight and her crew aboard the Dawn Chaser for swashbuckling adventures on the high seas. You'll fight pirates, tangle with storms, explore a ship wreck and confront an ancient power on a lost island! This easy-to-run adventure is designed for 3rd-4th level characters, and can be completed in 4-6 hours of play. This adventure was co-created with critically acclaimed DMs Guild author, Anthony Lesink. It includes several original maps by Daniel F. Walthall.
A short adventure meant to be inserted into Storm Kings Thunder set on the small island group known as Red Rocks along the Sword Coast. The adventure faces the players of against a coven of hag sisters who have been threatening the region for some time. Hags of the Red Rocks is a encounter and mini-dungeon meant to be dropped into the D&D Adventures League Season 5 - Storm King's Thunder, but can easily be an evenings play for any group travelling along a treacherous coastline.
This setting was used in the F series and like Corsair Bay, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community is home to the Pirate King Hannibal the Black. This community is offered as a free download! One of the adventures off the island is the Quest for the Golden Rose involving the sunken ship. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base.
A job offer from the high bishop? Looks like your fame is becoming far reaching. You meet with revered figure and discover that he has a task right up your alley. A group of missionaries on an island retreat have not been heard from in a year. He asks that you and your associates go check on them.
Far to the west, beyond civilized lands, lie the Tolomak Islands— volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
The coastal village of Caer Garrion has mysteriously depopulated, and the only survivior, a lone prisoner in the local jail, has gone mad. What does this village's sinister fate portend for the Moonshae Isles?
From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence