A proud paladin’s quest for glory against marauding orcs ends in tragic failure with his disappearance and presumed death. Worse still, an artifact of his faith entrusted to him has gone missing. Can the adventurers reclaim the artifact and force an end to the hostilities, or will the brightest beacon of good in the Western Heartlands be extinguished? Pgs. 28-43
The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!
When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21
Stop the goatfolk, or watch the world be tread UNDER THEIR IRON HOOVES The goatfolk of Capra are a cruel, mericless race from the olden days. They sacrificed their souls to devils and swept the world like a plague, conquering and enslaving. The united races managed to enact a ritual and banish them out of time...but the Caprans have returned. Raiding parties strike from the wastes, stealing men, women and children in the night and dragging them off to Capran's black temples. Only the heroes can find out the Capran's true purpose and end the threat before the armies of goatmen sweep the world once more in iron and blood. Features 5 NEW MONSTERS designed to work together. Every combination is a new, interesting tactical challenge. UNIQUE MECHANICS: Each battle is presented on a unique battlefield. Will your players adapt or perish? ROLEPLAYING: How will players deal with the men who sell their brethren for a quick buck? Will they negotiate with the dark elves who have a tenous alliance with the goatfolk?
When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?
Hot on the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter newly exposed mountain excavations in the Galena mountains. Swift action must be taken to prevent the Baron from obtaining a powerful weapon from this ruin. Meanwhile, the mysterious Teshwave siblings, Abigail and Char, are hot on the trail of their older sister. This is Adventurer's League legal adventure set near the Galena Mountains. This module first premiered at Carnagecon 2018. Part Two of the Storm Series.
This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR 9118
Summary The party is sent to deal with a problem that should be instantly familiar to all rookie adventurers - exterminating giant rats that have taken up residence in a beer cellar. However, if they are to achieve their goal our heroes are going to have to get their first taste of a real dungeon as they explore the ruins of an ancient Wizard’s Tower. What is this adventure? This first-level adventure is designed for D&D veterans and complete beginners alike. It only uses rules, items, monsters and concepts found in the free basic ruleset that can be downloaded from the Wizards of the Coast website. That means that you and your friends can play this without having to buy anything other than snacks, drinks and maybe some dice - though even these can be replaced by the many free Dice Roller apps available for phones and tablets.
Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms.
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.
BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.
Steal gifts! Fight Reindeer! Save the holidays! Take on the dreaded devil Belsnickel and save the snowy gnomish town of Cheerington from his grasp in this fun-filled adventure for one-on-one parties or small groups level 4-5. Inside you'll find: -A one-shot adventure involving roleplay, exploration, and combat! -4 new festive creatures! -2 maps ready for print or import! -6 exciting new magical items to gift to your players! This adventure also has lots of fun mechanics like mistletoe and corrupting coal! We put together some of our favorite wintery stories and holiday tales in this fun holiday one-shot! It's perfect for a side narrative to try out one-on-one play for the first time, introducing someone new to the game, or taking your party to a festive demiplane for a unique Christmas-y one-shot adventure.
A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385
The renowned adventuring company Acquisitions Inc. hires you to infiltrate a castle--but not just any castle. This is a flying fortress built by the cloud giant Count Stratovan, who is currently preparing to destroy the Sword Coast. Your mission is to meet with his son, who claims to want to prevent the war and establish peace between the giants and the small folk. If you can learn whether the son can be trusted, discover the secrets of the castle, and ... well, survive, you too can earn acclaim with Acquisitions Inc.! Released as a Fathom Events exclusive at movie theaters streaming the PAX 2016 Ac. Inc. game. Legal for AL play.
A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
5e Solo Gamebooks presents The Tortured Land, the fourth in our series of solo adventures set in the Forgotten Realms. With this adventure, we take off the gloves and throw your PC into the thick of some serious danger in the frigid north of Faerun. Only the most hardened adventurers will make it through this adventure in one piece, and with several different paths available, replayability is assured. The Tortured Land will provide you with hours of enjoyable, challenging play time. Arriving in a lonely village in the middle of the northern plain known as The Ride, your hero is soon drawn into a quest to retrieve a precious artifact. From there they will journey even further north, towards the barren waste known as the Tortured Land, in search of an unknown enemy. There are items to collect, codewords to activate and perils to avoid. And of course, many combat encounters! As always, hyperlinks are included in the text to facilitate easy navigation, removing the need for scrolling between entries.
The residents of Castle Gealladh have been visited by an ominous banshee with a warning: “Leave or die”. Your adventuring company finds themselves drafted by a wizard named Milo Tenpenny and tasked with investigating the castle and ridding it of undead. In your investigation, you will find that there is more to this warning than it seems — and that something far worse than spirits haunt this castle.
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited. Spans levels 1-10.
The ship makes its way into the Corsair Mists, a region of the Halo Ocean said to devour ships and drive sailors mad. Somewhere in the oppressive fog, the White Ship awaits, but before the Adventurers can make it to their final desination, they must overcome the challenges of the mist. The fell necromancer Molo of the Thirteen Wives is still out there, still seeking to find his key to immortality and power that could jeopardize the entire Nameless Realms, and only the fearless crew can stop him. Join a sea elven ritual to hunt megalodon sharks, explore a long-cursed alchemist's tower made of blue crystal, and journey to the forge of Hyperion, Titan of Fire, himself. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.