The Full Campaign - Updated for 2020! On Shadowed Shores In a land few have heard of, and fewer still have visited, lies untold adventure, treasure and fame. The renowned Captain Farsail has sent out word that she will undertake an expedition to Serpent Isle, but is in need of a crew. Anyone able to hold a sword or cast a spell is welcome, but be warned, the island is as deadly as it is beautiful.
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.
After a restful time in Queen’s Point you begin to hear rumors of some “lost city” being discovered. After speaking with some of the locals and visiting the library you become intrigued. Apparently Harvick was abandoned during the plague years and its riches were never recovered. Along with the regular valuables one would find in an abandoned city, it is rumored that an ancient artifact or two may also be present. Sounds like it’s time to strap on the adventuring gear and take a look around.
The tomb of an ancient hero, lost in the tangled depths of the woods. A ring of standing stones, warded by the sinister Drune cult. A fairy princess who watches with timeless patience from beyond the veil of the mortal. A forgotten treasure that holds the key to her heart. Winter's Daughter is a romantic fairy-tale dungeon adventure set in the creepy old forest of Dolmenwood. Published by Necrotic Gnome
Afraid of the dark? Don't be afraid of the dark - be afraid of what's in it! The town of Hargast has recently been plagued by a series of grisly murders. No one is safe. For the past two months, the remains of humans and animals have been found, their bones picked clean and left to dry in the mourning sunlight. Pgs. 62-65
This quest takes the player characters through a harrowing journey of dangerous adversity! The characters are informed that some unknown adversary has disrupted an ancient tree called Wise Willow. This sends them first on a subterranean excursion into ancient tunnels infested with curiously ravenous Thri-Kreen! Then, they are introduced more formally with Wise Willow, who requires their services to cure her terrible plague! The players must then navigate the wild maze of her surface roots, purge it of grotesque creatures, and then find the cause of her ailment. Doing so excites the interest of the deities, Lathander and Sylvanus, who descend from the heavens in a glorious show of light and mysticism! The two divine beings then graciously bestow their gifts upon the party to reward their deeds. The player characters embark on a perilous journey that will test their resourcefulness and wits in a building arc of intensity. The environments are deeply detailed by the boxed text and should provide you and your characters a sturdy foundation for your creativity to launch from. There is a compelling story full of lamentations as well as laughs. The robust exposition sets up hours of challenging, combat-heavy “dungeon delving” throughout the quest. The aim is to maintain a versatile balance between “hack-and-slash” and “immersive storytelling” play styles, so that everyone can enjoy it in their own way. The numerous optional components allow you to scale the difficulty to your liking, and there is plenty of space for you to use your own creativity to enhance the content. Guts, Gods & Glory is a Dungeons & Dragons module using the 5e rules. It is designed to be played by three to six players of sixth to eighth level. It takes place in the Sword Coast setting of the Forgotten Realms, specifically the Elturgard region. Changes can be made to make it playable in a nondescript setting.
Fresh off the adventure trail your party takes refuge at the small caravan stop at the Village of Tomore. There your party hears a bard tell the tale of “Tarlac Keep” which was laid siege to by two dragons and a horde of humanoids. While the mighty keep fell the subsequent military action was enough to quell further issues. By the end of the tale your group feels that a real estate deal may be in the making for you….
The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.
During the Last War, the ancients deployed their war-skiff assault units from elevator platforms that now dot a sector of the wasteland like a ravaged forest of rusted steel stumps. Most of the platforms are buried by the shifting sands or stand as shattered reminders of a war that was once meaningful, but one of these decaying steel stumps still remains partially energized, layered with tunnels below ground, and powered by a unique extra-dimensional reactor core beneath the surface of the planet.
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.
On the Purple Planet, amid the frosted Ancestor Peaks, the adventurers have encountered a small pyramid thrusting skyward from the bottom of a ravine. This is the Tomb of Dust, one of the ancient cairns found throughout the area. Here, the PCs find deadly puzzles, encounter the Moth Mother and her hungry brood, and face the tests of Anh-Tho the Learned, a forgotten scholar of a bygone age. If they manage to thwart these dangers they gain access to Anh-Tho’s Archive, a perilous repository of potent lore!
STRANGENESS AND TERROR FROM BEYOND THE GRAVE! Borgenwold is cursed, they say. Cursed by pride and greed to cower in fear of the past. A fell monstrosity from beyond the grave has risen to devour this town and all who dwell here. Open this book and to find... a town in the grip of horror, drunken monster hunters in way over their heads, debts, desperate bargains, miraculous goblins feasting upon godflesh, the treasures of the dead, and the price to be paid by those who seek to claim them. The Beast of Borgenwold is a 59-page Old School Roleplaying Adventure designed for characters of between 1st and 3rd level, and designed to be compatible with Old School Essentials by Necrotic Gnome, and other B/X and OSR affiliated games. mini hexcrawl (12 hexs) plus a small dungeon
The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485
5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.
Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?
A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.
Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with “Hellknight Hill”—a complete adventure for 1st- to 4th-level characters. Age of Ashes is a 6 part adventure that runs from levels 1 - 20, Maps are available as a separate product Disclaimer: This was the first Adventure Path released for the Pathfinder 2e system as such the difficulty curve is a little on the high end if run as written.
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.
So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery
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!