Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.
A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.
An ancient cave, defended by ancient death traps and weird arcane seals conceals the antediluvian vault of an archlich whose reign predates recorded history. Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed... This module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
After news of your heroic deeds have circulated, a letter made its way to your hands. "Heroes, I need your help. For years I have been working on a plan to rescue my companions from Ajax's torment. I need your assistance with retrieving the missing piece. Meet me at the High 'n Dry in the village of Moerasby. - Torma" - Combat: Medium to High Depending on if the optional combats are done. - Exploration: Low - Medium There will be a travel montage test. - Interpersonal: Low You will interact with some NPCs and RP, one potential negotiation. - Intrigue: Low No faction dealings or hidden power plays are happening here. In this Side Quest Adventure, the players can start in an inn to meet each other and the Questgiver, then travel through the swamp to an abandoned teleportation structure and reactivate it. It takes them to a derelict space base built into an asteroid floating through the timescape.
The yuan-ti anathema, Hessatali, calls out to his yuan-ti faithful from his prison in the Abyss. His network of vipers has uncovered the ruins of ancient Ss’tatha’lass and the Fane of Hessatali, a fountain of pure venom that will return the demi-god to life. Above the buried ruins of Ss’tatha’lass, yuan-ti agents have moved to control the politics of Scornubel. The characters fall into a complex yuan-ti plot that spans the breadth of the realm, pits the heroes against the forces of the Abyss, and explores the culture of the yuan-ti.
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.
For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?
Several days ago, a colony of myconids were born from the gloom and rot of a swamp near a small fishing town. They found a place to form their new colony, and settled on a crumbling mausoleum in a long-forgotten graveyard. Their rapport spores have been spreading unchecked, and have begun to infect the dead buried underneath the marsh. These dead have risen as spore servants, which the myconids are using as watchdogs to protect their new home from unwelcome intruders—like the adventurers. In this encounter, the characters stumble upon an old country graveyard in the middle of a swamp. When they investigate, they fall under attack by the living dead! Once they fend off their undead assailants, an investigation of the mausoleum reveals the true villain behind the attack: a group of mycanoids that infested the corpses with their spores, turning them into telepathically controlled puppets. From here, the characters can either negotiate with the mycanoids or kill them. This encounter’s three acts are: The Discovery: the characters find an abandoned graveyard. The Trial: the characters are attacked by undead. The Revelation: the characters learn that the zombies are really mycanoid spore servants, and can try to reason with the mushroom-people or destroy them. Either way, there’s treasure!
The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.
A 4 hour adventure on the high seas and in the Shadowfell optimised for 8th level characters A dangerous fugitive is on the run from the Lords Alliance and the Order of the Gauntlet. As the net closes in on the fugitive, the heroes are deputized by the order and boards a departing ship to flush out the target of the manhunt. Shore Leave is a product of the ENNIE 2020 Silver Winner RPG Writers Workshop. The first half of the adventure takes place on the high seas where the characters search for a dangerous fugitive hiding onboard a ship. When sahuagins board the ship and a kraken appears from a maelstrom, things get desperate. The second half of the adventure starts when the characters are shipwrecked in the Shadowfell where the manhunt continues through a dangerous bog. This adventure can be used as a: * Stand-alone one-shot adventure * Starting point for a Shadowfell campaign * Filler adventure to transport characters across vast distances via Shadowfell or dilate time
In ages past, the sorcerer Xa’arek grew to be a cruel and powerful tyrant, causing untold misery in his quest for immortality. After decades of oppression, his people revolted against him, driving the tyrannical sorcerer into the cursed lands of Marsh-Blight. Although a few of his most fanatical followers accompanied him in his exile, he was largely forgotten by history...until now. The Tomb of Xa’arek is a very dangerous dungeon crawling adventure for 5th Edition Fantasy, in which the Player Characters (PC’s) must venture into the tomb of an infamous sorcerer, recover his secrets, and get out alive! This adventure is designed for characters of 3rd level and is optimised for 4 characters of 3rd level. The adventure is setting agnostic and can easily fit into any published or homebrew world. Low level dungeon crawl with horror themes of decay and infestation. Setting agnostic Suitable for any genre of fantasy Includes prompts for roleplay
Rumor has it that an evil temple resides in the forest as well as a mad mage who may or may not consume children. While these rumors abound speculation of the existence of such is frequently countered with the tenacity of the elves watching over the forest and how it would be unthinkable for them to allow such issues to occur. Note: This seems an incomplete adventure. While the evil temple is mentioned, there are no maps for it. Also the mad mage is given back ground, there are not stats for an encounter.
The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Food rove the region. The Borderlands hold many secret wondrous locations, and opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And Don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!
Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.
Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence
The Final Installment of the Tiddy Mun Trilogy Warning: This adventure is not for the most hardcore of grimdark enjoyers. Do NOT play this adventure if you do not like: Happiness, Joy, Fun, Dancing, Mischief, Maybe a little bit of mayhem, general naughtiness In the third and final installment of the Fennebog trilogy of adventures, the characters will have to brave the land of Fennebog once again. They must defeat violent darklings, negotiate with manipulative pixies and most importantly, meet the demands of a melodramatic archfey. The village of Berribury is in trouble. The characters must deliver an object called the Stranger Stone to the village so they archfey Tiddy Mun can perform a ritual to reverse the flood. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. CONTENT WARNING: Flooding, Manipulation, Deceit, Denial, Entrapment, Alcohol
An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.
This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.
Many centuries ago, the dwarven kingdom of Sarphil stretched out across the Galena Mountains east of the Moonsea. They dug for the precious metals hidden beneath the rocky terrain, and they established numerous cities and settlements to aid in their excavation and manufacturing efforts. This was during the early days of Myth Drannor, the elven kingdom in the forest of Cormanthor, and the dwarves and elves initially clashed as each sought resources and expanded their territories. Myth Drannor and Sarphil eventually settled their differences, and many dwarves moved into the elven city to offer their services and expand their knowledge. In the Galena Mountains, Sarphil continued to flourish. Unfortunately, these days of prosperity did not last long. The last great king of Sarphil was lost in the dwarven city of Mount Throndor, beneath the mountain peak of the same name, and Sarphil withered under bitter clan disputes since no single family could claim legitimate lineage over the fragmented kingdom. What happened under Mount Throndor has been a mystery for thousands of years. Many attempts have been made to reclaim the lost riches and legacy of the last Sarphilan king, but powerful wards have prevented intrusion under the mountain, wards erected by the dwarves of Sarphil. Were the wards built to keep outsiders from intruding – or to keep something inside from escaping? An enterprising dwarven leader wants to find out, but she is going to need some help from a band of heroes. Horrors of Mount Throndor is a Dungeons & Dragons adventure of exploration, darkness, and terror featuring a lost dwarven city overrun by forces from the Far Realm and the journey to cleanse it once and for all. The adventure is designed for a group of 11th-level characters, and successful completion of the adventure should put the characters at 16th level. Here There Be Monsters Mount Throndor has become infested with madness from the Far Realm. During their journey to penetrate the ward and through the city itself, the characters are going to face gibbering horrors, unpredictable slaadi, fanatic stone giant cultists, degenerate star spawn horrors, mutant derro, undead dwarves, and countless golems. The ancient breweries of Mount Throndor have produced alementals who slither in the darkness, and a great dwarven war juggernaut named Big Hans stomps through the city. Legendary Villains and Epic Moments Though it has been sealed, Mount Throndor is not empty. The characters have opportunities to meet, interact with, and (likely at least) combat against powerful foes within the legendary dwarf city. A dwarf lich, a Far Realm spider goddess, an iron-encased demilich, and a melted flesh derro warlock monstrosity all await, along with a mind-bending force - Great Cthulhu! The characters have a chance to face an avatar of Great Cthulhu in the dwarven depths in the final confrontation of the adventure to free Mount Throndor and rid Faerun of a Far Realm invasion! An Adventure of Exploration Mount Throndor is a big, sprawling complex, a dwarven city with two major strongholds, a bridge system spanning a massive underground lake, and a deep mining complex. The scale is difficult to grasp and convey. Previous examples of adventures featuring these elements have included maps - usually lots of them, great spawling maps connected at ends to make huge subterranean dungeons. It is the classic image of a D&D dungeon crawl, and the map is a key component to its visualization. However, in this adventure, the maps are handled differently. There are certain areas, ususally outside the dwarven city itself, that include maps that are suitable for use at the game table, either in theater of the mind style or grid-and-miniatures. Mount Throndor itself is presented with an abstract map, and exploring it utilizes the exploration procedure outlined in Appendix A. Characters traverse the huge subterranean system using this abstract system, and during their travels they are going to run into random encounters and sites with more interesting and complex encounters.