One Night Strahd (ONS) delivers the spectacle and catastrophe of gothic horror as a consistent and fast-paced short campaign for D&D 5e. It condenses and remixes the 200+ hour campaign of Curse of Strahd into a replayable adventure weighing in at 525 pages with 150+ illustrations, 12 maps, 16 encounters, 27 new magic items, and 60+ quick-play charts. With careful attention to the design of exploration, combat, and role-playing opportunities, our goal has been to make something for every DM and every table. After three years of extensive testing, we're proud to share this explosive adventure with you.
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.
The Cost of Beauty Deep in the snake infested jungle of Serpent Isle stands an ancient temple. Rumour has it that something still lurks in that place. Something evil from a lost era of devils and darkness. Now fishing boats are going missing off the island’s coast and dark shapes can be seen moving through the undergrowth. Could something have remained on that cursed isle?
Long before the rise of Waterdeep... Biblius ruled the sword coast with an open hand full of love and knowledge, but even the purest of men can fall when they hear greed's sultry call. Explore Biblius' forgotten library and discover if his mystical history of the universe is more than just a tragic myth. 13 Monsters mutated by arcane radiation 21 Unique and powerful magic items 16 Ancient tomes filled with forgotten knowledge 4 Bizarre NPCs that have managed to make the library their home 11 Lost spells from a time before humanity 9 Full color maps A 4-10 hour adventure for 8th level characters.
The companions find adventure outside Lake-town and are given the chance to discover why even the hardiest of adventurers shun the forest of Mirkwood and its depths. In the process, they go and see Elves, meet a crazed hermit, and stumble into a wood of ancient and angry trees. Published by Cubicle7
Uncover the curious tale... When the party are shipwrecked they take shelter in an old forgotten cottage. They soon find themselves uncovering the mysterious death. One thing is for sure, they are not alone... Back to the sea is a 3-5 hour one shot, recommended for Level 3-4 adventurers. It offers a refreshing and different look at Ghosts in D&D. Contains 3 beautiful original digitally illustrated Maps. Unique Monsters and interesting combat scenario. Encourages player creativity and problem solving. Screen reader version.
Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125
This 4 hour adventure for 3rd level characters begins in a prison cell where the adventurers must figure out a way to escape, acquire weapons and armor to defend themselves more effectively, and most importantly, escape a repurposed dwarven forge that has been appropriated by a fire giant who uses slave labor and even a captured red dragon wyrmling to smelt ore and forge an arsenal under the volcano Mt. Hotenow.
This module features 5 locations ready to be put in any D&D 5e game. It features these 5 locations: - An old warehouse (lvl 1) An old building occupied by a gang of Kenkus that are trying to build a mechanical way to fly. - Ruined Sanctum (lvl 2) A decayed temple lost to time, some decades ago it was breached by some blights and they still use it as a resting place and a trap for adventurers. - The Lunar dove (lvl 3) A small and secretive brothel used by the elites. Unbeknownst to them, however, the Owner spies and hoards secrets to use to their advantage. - Cave of Mending (lvl 4) A cave with a magical healing lake, protected by a Druid that uses it to heal the wildlife from the surrounding area. - The temple to Xotarr (lvl 4) A hidden temple to an evil God where the cultists partake in calculated sacrifices.
The infamous Scorpion Prince ruled his domain centuries ago, but the lands are still desolate, a testament to his poisonous influence. His terrified subjects rejoiced in his death but also feared he would return if not interred properly. To ensure the prince's happiness in the afterlife and his tomb's security, his people erected a great monument and created trap-filled chambers to house and protect his body and his wealth.
The fifth offering of the Filbar Dual (FD) series is Venture into Sordack Valley and takes the small group of young adventurers and puts them on the border of the frontier. The small town of Commerstance is located on the edge of the Lordek River separating civilization from the wild. Several locales are present for the aspiring group of adventurers including two wanted criminals.
Hanging out in the city of Acre has gotten mundane and the old adventuring itch is flaring up. Your fruitless search for jobs quickly changes as a farmer locates you. He indicates that he has a minor farming problem with a land shark that the party can deal with. Once this job is completed, the party is approached by more opportunities!
After beating back the forces of The Triad the party’s fame has spread. Jobs have come in droves but none seem to interest the group until a strange letter is delivered by a young courier. A historian named Nagel Littlestrom would like some bodyguards for a pending trip to a place called the Delo Ruins to the east. Certainly a few items can be located that would be of interest to the party…
The Brightness of Mornstead This challenging, three-hour, one-shot adventure is intended for parties between levels 5-8. Five years ago, a dragon destroyed the peaceful town of Mornstead. Now, a man named Wiles Killinger has rediscovered a mysterious artifact from the ruins and seeks revenge against the dragon that destroyed his life. However, not all is as it seems in this tale of lore, mystery, and betrayal. Will the dragon be slain by mighty heros or will the horrors of the living dead return to cover the land? Adventure Features Flavor text and pre-written quotes let the DM jump right in with minimal prep time. A level-scaling table for on-the-fly-customization of the final battle. NPC information and backgrounds. Multiple plot points that can be expanded into a full-fledged campaign.
Ducklings. It's not too late too close this page, and go and find an adventure about happy-go-lucky halflings, or emotionally stable young adventurers. This is not that story. You can still walk away, and find some other engagement that your players will forgive you for running. Open this little document, and you will be introduced to the wretched streets of Elysium. Home of aberrations, mystery and futile quests for meaning in the drowned streets of the tortured city. Escape is unlikely. Enjoyment fleeting. I implore you, turn away and don't look back. Mind flayers stalk streets plagued by invisible death. Curses bubble from ancient evils sleeping beneath the water. Questions lead to questions, which evolve into answers you will only regret asking for. Go whilst you still can. There is nothing here for you but death. Prologue: Welcome to Elysium Chapter One: The Crooked House Chapter Two: The Broken Prison Chapter Three: The Temple of the Gaunt Silhouette Chapter Four: The Grand Library Chapter Five: The Adamant Asylum Chapter Six: The Dancing Spider Chapter Seven: The Undercity An adventure for characters of level 15+ Contains: An introduction to Elysium, a Ravenloft domain filled with eldritch mystery and drowned secrets, including Life In Elysium, The Rule Unspoken and the Marks of Horror that set Elysium apart. Guidance on Madness in Elysium, with Elysian Madness tables for your horror/amusement. A list of Elysian locations, some of which will be expanded in later releases. Elysian random encounter tables, day & night. An Elysian Wild Magic table, miserable magic items and tragic trinkets. The first installment - The Crooked House, in which we meet the Duchess and her parade of dead husbands. The seconf installment - The Broken Prison, where the shadows of gods walk amongst men The third installment, The Temple of the Gaunt Silhouette, where broken fragments of reality are reached by strange avenues. The fourth installment, The Grand Library, where the things we wanted to forget prove impossible to truly banish. The fifth installment, The Adamant Asylum, where medicine and madness meet. The sixth installment, The Dancing Spider, in which there is no rest for the wicked. The seventh installment, The Undercity, where your worst suspicions are confirmed. Three new character backgrounds: the Eldritch Detective, the Information Broker and the Tempter of Fate. The long-suffering Elysian character race, with two subraces. The first One Page Woes collection, included here for your convenience, which contains thirteen reasons to be thoroughly miserable.
Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?
The company discovers the Easterly Inn, a piece of the Shire in the land of the Beornings. But the Wild is still the Wild, and it takes more than Hobbit cooking to keep adventures at bay; in no time, the companions find themselves involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills. Published by Cubicle7
Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?
An Early-Level Adventure Game Module Suitable For The Osric Rpg System Or Any Other 1e Compatible System. A Shaft Has Been Discovered Below The Old Watchtower Outside Of Town. Worse Yet, A Boy Has Fallen Into It! Your Party Must Race Against Time To Save The Boy And Sift Through The Remains Of The Watchtower On The Hill!