Long ago, when the Dragonborn Empire of Arkhosia thrived, the flying citadel Ustraternes was undone by tiefling magic. Now, a dragonborn zealot with dreams of renewing the lost glory of his ancestors explores the ruins—and unleashes a plague of rampaging drakes on the terrified locals. The story offers PC's the chance to tame a Warwing Drake, disperse a mob, parley with undead, and battle within an alpine meadow that defies gravity.
As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional adventures.
As an ominous comet passes over Toril, a young researcher from Candlekeep goes missing. In darker corners of the Realms, eldritch horrors stir, answering the call of a dead god. Will the heroes be able to save the scholar before they succumb to an Elder Evil from beyond the reaches of sanity? This single session adventure is perfect if you are looking to introduce science-fiction themes into your game or just enjoy Lovecraftian horror. It has copious references to the Spelljammer setting and could be used as a springboard into that campaign setting. The Call of Atropus requires Mordenkainen's Tome of Foes to run effectively.
Your party approaches a barrow at the base of the mountain. A raging storm brews overhead, and as you approach, a bolt of lightning strikes down on the peak of the mound, lighting up the world all around you. A thunderclap momentarily deafens you, and as your eyes adjust to the resuming grey of the dark day, you see a flicker of firelight emerging from the two gaping holes built into the side of the hill. You’ve found the pirates camping within the Barrow of the Raging Storm. As I delivered it to my players, the premise of this Midnight Sun adventure is that some pirates have been attacking ships returning from raids. They have been stealing the loot and the corpses of any slain Nords. Among their victims, a ship from Valthis returns to tell them that the pirates sailed upriver (to hex 506), where I placed the Barrow in my Shadowdark RPG campaign. The adventurers started from there and explored the dungeon thoroughly. The adventure was created using the tools described in the Shadowdark RPG core rules. I created it in about 6 hours between 2024-03-08 and 2024-03-09 and ran it for my group on the 9th. It took about 2.25 hours to play to completion. The party consisted of two level 1 characters and one level 2 character. I had so much fun making and running this that I will continue creating more Midnight Sun Adventures, so stay tuned!
The Known Gnomes are a Gnomish adventuring party who must use their size to save Lady Kaja Foss from a horrible fate. This module is a level 5 primed adventure that requires an entirely Gnomish player character party. Come Gnome it up! This module was inspired by the porter Known Gnome by Off Color brewery located in Chicago, Illinois. 'The Known Gnomes' is meant to be fun and zany module for those looking to crack skulls and be silly. Included in a separate link (https://www.dmsguild.com/product/256719/The-Known-Gnomes-Maps--Extras) are: Maps Keeper Maps (Color & Low-Ink BW) Player Maps (Color & Low-Ink BW) Trap Prop
The tomb of the ancient barbarian prince Hammon has overlooked the village of Hammon's Creche for centuries. None have ever pierced its haunted portals, and the bones of all who have dared circle the hilltop surrounding the tomb. Yet rumours persist of fabulous treasure buried with the prince, including his legenedary axe, armour, and shield. But recently, miners who dug into the base of Hammon's Tor were never heard from again, and villagers whisper that the mines are now haunted by barbarian spirits. Could a new way have been found into the tomb? And what of the sightings of white-clad figures near the mine entrance? An adventure for four characters of 7th level. For 5th edition Dunegons and Dragons. This adventure features the 5th edition write ups of: blood amniote, caryatid column, crypt chanter, dread warrior, mohrg, the swordwraith template, the tombwarden template, and the umbral creature template. Additionally, the adventure includes a 5th edition version of three homebrew legacy magic items.
The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!
The Chapel on the Cliffs is a 5th edition horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. The PDF comes with a companion PDF for scaling from levels 2-6. Produced by Goblin Stone
When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.
Something awakens beneath the ruins of ancient Giustenal, the City by the Silt Sea. Many have tried to discover the secrets of this forsaken place, to plunder its legendary treasures. Few have returned from its shadowy embrace. Did they run afoul of savage raiders in the desert wastes? Did they lose their way in a sudden sandstorm only to sink hopelessly into the blowing, shifting silt? Perhaps they heard the psionic voice of the Caller in Darkness and succumbed to its mesmerizing summons? Or did they meet the true master of the ruins, a being as old as the Dragon and just as terrifying?... The burning world has reached a critical stage. For Athas, it could mean the start of a time of renewal, or it could herald the end of the world! It all begins in the ruins of Giustenal, in a place from another age, in the corpse of a shattered, long-dead city. Something stirs in the City by the Silt Sea. Something evil.... TSR 2432
Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69
Far3 – Xiomara’s Globe puts the players inside a glass ball, owned by a strange enchantress. Once stuck inside their transparent prison, the players must search for a way out. The cursed fortress inside the globe has quite a few dangers to be overcome before an escape is even possible! One version of play was recently featured on The Bard's Podcast (Soundcloud).
"Auranorex, the greatest gold dragon in the world, is dead and his kin are looking for answers. To uncover the mystery of his demise, the heroes must travel to the one place forbidden to all mortals: the dragon graveyard. Guardians of Dragonfall is a mid-level adventure written by Anson Caralya that has the players investigating the untimely death of a dragon. Violating the dragon graveyard is a death sentence and the heroes must risk their very life if they are to uncover the secret behind Auranorex’s fate."
On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor. But choosing sides between the Chimera and the Three Brothers is not easy matter. If the chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago. Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne? This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play. TSR 3118
The Adurite Empire once ruled a major portion of Filbar but when the culture lost the favor of the gods it spelled doom for the entire civilization. In the wake of the carnage that followed the major cities fell to fires, plagues, and other disasters both natural and magical. In the centuries that have passed the cities are now in ruins but rumored to still hold magic and wealth. The most famous of these cities was the port city of Leptis Magna. The city was once the crossroads of the empire and was known for trading, agriculture, and magic. What treasures remain in the ruins so fierce that even pirates avoid the area? This was also the adventure played at Gen Con 2014! "I step over his body and go inside..."
Discovering a once-hidden passage in the Purple Planet’s Ancestor Peaks, the PCs enter the tomb of the Immortal Kahl. The party must survive deadly chambers fraught with alien life and technologies while unraveling the tomb’s mysteries. Ultimately, the party faces a choice unlike any encountered before, and a reward which will change them forever.
Halfling thief, Alton Lightheart, awakens to discover his shadow is gone! A child's doll kills its victims in a cruel and unexpected way. A sound-stealing sword is lost in a ruined volcanic temple. Among the witch’s valley mist, The Murk, sinister fey shadows terrorize the forest, demon spirits haunt old ruins, and undead howl from the volcanic shrine. Can the adventurer’s purge the vale of evil to gain its lost magic and riches? A three part adventure: 1. Alton’s Shadow: Delirious, bloodstained, alone. Halfing thief, Alton Lightheart, awakens to discover his shadow is gone! Will the adventurers help him to confront the unknown dread that awaits him? 2. The Vanishing at Rhu: Long Ago, the folk of Rhu made an agreement with a witch to save the thorp from destruction. She honored the agreement, but the folk broke their promise. One year later the village was razed. How? What wickedness lurks among the ruins of the fallen-tree village? 3. Stillness: A temple suffers a volcanic eruption. Believing it is the will of an angry god, all of its shaman are ritually slain. After years of disuse, the temple awakens as the zealots are reborn . . . as undead. Meanwhile, a magic sound-stealing sword is lost by explorers. Should an expedition seek the weapon and uncover the secrets of the lost shrine? Published by Wicked Cool Games
A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep
The Plains series wraps up with 150th Filbar offering Dominion of Sophicles the Virulent! This adventure starts with the PCs hearing of a town in trouble. After learning of trouble in the Village of Ardeth the PCs arrive via boat and quickly discover the community has been attacked by humanoid forces. A successful track will lead the party to one of the toughest adversaries in the land….Sophicles, the Green Dragon!
In this small 20 page adventure module, centered around an archaeological dig, revisit Bull Creek and find out the secret behind what really lies in the hero Vertrixx Mazilaxx's sarcophagus. To do so, you'll have to meet up with master archaeologist Geranimus to delve deep into the ground. On the surface, politics boil and tensions between species are high. Below, secrets are to be uncovered. Can your party find the truth? Find out in Old Bones. Old Bones- a 5e SRD adventure for levels 4, 6 and 8. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one or two 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.