Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.
"The Clockwork Tower" is an azza gremlin lair suitable for five 3rd level characters. This adventure can be completed in one session.
The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?
Explore an abandoned wizard’s tower in this short mini dungeon! This adventure is a Micro Dungeon. Preface Long ago a wise wizard named Adubeus lived deep within the forest. As he lived, he would pass out nuggets of wisdom to those in need, and aid the local townsfolk in times most dire. Long past are these happy days, however, and the kindly old wizard has not been seen in many decades. Some say he found a calling elsewhere in the world, while others whisper of his demise at the hands of a secret experiment gone awry. One thing is certain, however. His tower, long forgotten, still stands out there in the forest. Occasionally, some hapless person wanders upon it much to their personal peril. The specific details of Adubeus are left vague on purpose. This small adventure is intended to be played as part of a larger campaign, and the location can be modified to fit your setting. The reasons for your adventuring party to be heading towards the tower are entirely up to you, however, below are some good sample adventure hooks.
Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable—shuddering, squirming, and sentient. The Stormcrows, responding to the psychic cry from the stone, dispatched a force to retrieve it. The attackers descend on Wellspring, slaughtering and destroying in the search for their treasure. PCs can come to the town’s defense and repel the horde. A priestess of Ioun then turns to the heroes to find the item the monsters were seeking. From the recovering town, the heroes cross the wilderness to the Kaorti Temple. The trail ends at a ruined tower overlooking a deep ravine. Inside the tower, the heroes must overcome the terrible creatures in their search. In the end, they find the relic has been stolen.
A boxful of trouble. Sugar and spice and everything nice, that's what little girls are made of - but not this one! Think of this short adventure as 'Home Alone' meets AD&D. An apprentice to the town's wizard accidentally got into the cursed items while her teacher was away. Now she's acting strangely and playing a dangerous game of hide and seek with the party! Pgs. 44-47
Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knight’s immortality lies in the signet ring worn by every Silver Knight. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming
The heroes have spent the last several days in the quiet, secluded town of Relvaunt. Relvaunt's vineyards, wines, and scenic beauty are the subject of bards's songs, and many travelers journey long miles to visit them. Another site receives far fewer visitors--several miles east of town, partially obscured by woods and hills, stands the wondrous Castle Freitstein. As the heroes depart the town in search of adventure, an elderly couple approaches them. The woman suddenly clutches her chest and collapses in the street and the old man calls out to the heroes for help. Includes castle random encounter chart, a map of castle grounds and isometric castle level maps (four main levels, a tower level and a cellar level).
In Feast of Goblyns, a party of adventurers is mysteriously transported from the lands they know to a dark and dangerous demiplane known as Ravenloft. Trapped in this realm of terror, they must use all their skills to escape the manipulations of one of Ravenloft's most powerful lords as they attempt to seek out the accursed Crown of Soldiers. If all goes well, they just might live long enough to escape this dread land and return to their homes. Also of note: As the first published adventure, is bundled with a DM screen for running games in Ravenloft. TSR 9298
Candlekeep is under siege, and it needs adventurers to help protect it! Heed the call to defend the legendary monastery and stand against the tide of evil. Confrontation at Candlekeep was used as a D&D Next playtest for D&D 5E. It was released to organized play Dungeon Masters in August 2013, and ran at Gen Con, PAX, and other major conventions. The adventure includes rules for running multiple tables, but can also be run for just one table. The attack on Candlekeep by forces of Asmodeus is tied to the events in Ed Greenwood's novel about the Sundering, "The Herald."
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.
Suitable for four PCs. Adventure can be finished in one session. Several months back, Dip Halfling-Chewer and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. Their antics, although hilariously entertaining to themselves, were destructive and dangerous to the rest of the clan. The goblins spent several nights in the wilderness before discovering an abandoned wagon by the side of a trade road. There, the homeless cadre transformed the wagon into distinctly goblinoid fortress. They have had some success in assaulting and looting travelers on the road.
The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54
Beneath Castle Bergfried lies the vault of the grief-struck Baron – heavily infested with a crystalline virus from the past. Here an adventure party must choose between rival forces that seek to explore the vault and decide the future of the Inside World. ‘Vault of the Mad Baron’ is the second installment in a series of three modules in the Inner World. It can be played as a stand-alone adventure or be added as a small barony to an ongoing campaign. The scenario can be used with Swords & Wizardry or any other early variant of game rules and is suitable for PCs level 2-5. Inside you will find: A 60+ page old-school module with a layout optimized for fast and easy interfacing. An adaptable barony complete with town, castle and dungeon. Unique districts with encounters and sights. 6 major factions fully detailed with headquarter, plans, and missions for the PCs. Detailed description of a castle and associated dungeon levels. Downloadable maps for both players and the Referee. Locations allowing the PCs to travel to another era within the setting. Unique new creatures and magic items.
The Tower of Bondage is a frightening place for player characters that are used to raiding dungeons and once they have grown tired or run out of spells, can leave the dungeon, and find a warm comfortable inn. Not so with the Tower of Bondage. Once you enter, you may not leave unless you escape, and the only way out is down. The first level contains: ● 17 deadly encounters ● New stats for animated statues ● Traps ● Even a riddle to solve to save their lives The Tower of Bondage is a fresh look at the ancient Netherese lich known as Aumvor the Undying of the Forgotten Realms, and featured in Champions of Ruin. Having finally fled to the Endless Caverns and having reached lichdom, he was no longer able to feed upon the life force of others. His minions built hidden portals to his domain in order to trap living victims to slake his lust and continually feed his gluttony. That was long ago and the portals have been forgotten with time. Recently, a forest ranger has stumbled onto the location of one of the old portals and has made it public. Dare to enter the snare and be teleported deep into the Star Mounts without the luxury of returning to town at your leisure for supplies and rest. If you escape, you will have a better appreciation for life and a whole lot of Aumvor’s treasure to boot. Rumor has it that Aumvor the Undying is getting old and slow, and perhaps – hungry The Tower of Bondage “Aumvor’s Welcome” is the first level of a much larger complex that opens to the Endless Caverns and the under dark. 𝘐𝘧 𝘺𝘰𝘶 𝘦𝘯𝘫𝘰𝘺 𝘱𝘢𝘳𝘵 𝘰𝘯𝘦, 𝘣𝘦 𝘴𝘶𝘳𝘦 𝘵𝘰 𝘨𝘦𝘵 𝘱𝘢𝘳𝘵 2 “𝘍𝘢𝘯𝘦 𝘰𝘧 𝘵𝘩𝘦 𝘑𝘢𝘪𝘭𝘦𝘳𝘴”
The Goblins of Kaelnor Forest – Adventure This first level adventure takes the adventurers into the Kaelnor Forest. While the eastern side of the forest has long been the home of the forest elves, the western side is infested with goblins, boggarts, spiders, and more. The adventure takes players through the forest, investigating a rumor of raiding creatures. They begin in South Hollow, a farming community south of Ferryport proper, and will travel deep within the dark, enchanted woods. Are there supernatural creatures in the woods taking the farmers’ stores? Will they survive the strange fey forest? The adventure comes with 5 pre-made Uteria player characters, so players can jump right into the adventure.
(2017 ENNIE Awards Judges' Spotlight Winner!) THE MOST AWESOME ADVENTURE EVER Since the invention of the adventure module, there have only been five adventures that were rated the most awesome, the most epic. Broodmother Sky Fortress leaves them all behind. It’s got these creatures that are half shark. Half elephant. All badass. They fly around in this cloud fortress, wrecking everything in the campaign until the players step up to stop them. It’s all terribly exciting! And all brought to you by none other than the world-famous Arch-Mage of Old-School, Jeff Rients! As an added bonus, we’ve included a Greatest Hits of the ol’ Arch-Mage’s essays and game tools to build your campaign into the unstoppable juggernaut you’ve always wanted it to be. Your game won’t suck anymore! Broodmother SkyFortress: Buying any other adventure is just throwing your money away (includes "3.PF" edition stats by Jukka Särkijärvi because somebody somehow convinced me that would be a good idea back when this thing was being crowdfunded) Writing by Jeff Rients Art by Ian MacLean Graphic Design by Alex Mayo Cartography by Jez Gordon
A monster amonkst us... The monastery of Montelegro was once a major center of academia, but it fell out of favor when its library burned to the ground some 20 years ago. (The fire is rumored to have been started by the candle of a monk who fell asleep while reading.) Without books to attract scholars and patrons, the order of monks that run the monastery has dwindled. Now the monastery is a mere shell, its once-thriving halls empty. Only 21 monks remain. The order that runs Montelegro supports a number of scribes dedicated to copying and illuminating books of all kinds. The most talented of these illuminators was Brother Abel of Corbone, a young monk fresh out of the university. A few days prior to the adventure, Brother Abel witnessed a miraculous sight. While walking about on the outskirts of the monastery, he beheld a vision of his god. The vision instructed him to build a well upon the spot where he stood. If Abel did this, the god promised prosperity would return to Montelegro. Unfortunately Brother Abel was unable to fulfill his god's vision and appears to have taken his own life.... Or was there Murder in the Monastery? Pgs. 8-17 & 55