Adventuring in the Principality of Lockerbie continues with Issue in the Canyon. Your party has enjoyed the advantages of being considered a hero but as the days’ progress, it is back to normal in Gormell. After having a bit of ale at the local tavern you notice a wagon caravan has arrived in town and the people are abuzz over their arrival. Noticing that some of employees are a little beat up, you find yourself in the sheriff’s office being told of a brazen, humanoid attack on the merchants. Looks like you just found a job opportunity!
Adventure, danger and a decent dose of downright weirdness erupt when the party’s attempt to grab a rare afternoon of downtime is interrupted by a frantic sheep equipped with a Scroll of Speak to Animals. Soon they are dragged into a magical grudge match that will test their strength, courage and willingness to endure extremely baa’d puns. Will our heroes be able to overcome a band of transmuted assassins on the hunt for a mutton dinner and fend off an extremely bitter ex-apprentice packing a dangerously unstable magic item? There’s only one way to find out… A free adventure from DMs Guild bestsellers Winghorn Press.
"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124
The natural world is dying and Thymia Scarletscale has had enough. It's time to destroy civilization and pluck the humanoid parasites from the face of this world. And honestly, is she wrong? Will the players succeed in infiltrating Thymia's lair The Verdant Phronstistery and bring an end to her schemes? Or will Thymia & her team of yuan-ti research assistants create an army of monstrous insects to wipe humanoids from the face of the world? Greenhouse of Nightmares is the first installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches. A 3-5 hour Dungeons & Dragons 5th Edition adventure for Tier 4 (level 17-20) characters. This adventure includes: 6 Random Encounters for a Deadly Swamp, Battle Tactics for a 3-Stage Boss Fight, a CR 26 Medusa Lich with New Legendary Actions, 7 New Monsters, & 2 New Magic Items!
Questing through the forest, you will be tested. Which side will you take between a wizard and the Keepers of the Veil? Will you be able to find the materials necessary to help cure your friend of the ancient evil that assails him? And when it comes down to it, what are you willing to sacrifice for your beliefs? Third Time’s the Charm picks up where Second Glance left off and invites the PC to find a wizard who can help heal the Crystalline Curse slowly paralyzing the PC’s friend and protector. As the party grows closer on this adventure, learning to depend on one another, they must also navigate the Veiled Wood’s changing landscape, deciding who they can trust and who they will help as much lies in the balance. Though this was written as the third installment in the Crystalline Curse Trilogy, this adventure can be inserted into any campaign setting and scaled accordingly. Third Time’s the Charm is part of our mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a third-level character in a one-on-one 5th edition D&D campaign. Everything you need for your own two-person game is inside! This product includes: -A 3rd or 4th-level adventure adaptable to any setting -Stat blocks for one new creature and two NPCs -A region map, two sitemaps, and a hand-drawn dungeon map to aid the PC’s investigations -A fully realized forest region with fleshed-out NPCs and places to explore -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -Four custom magical items And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. Published by D&D Duet.
While doing due diligence going over some dusty tomes you have discovered a scrap giving you a clue about some magical items in a strange obelisk somewhere in the vicinity. The adventure takes the PCs across the Torgoth’s Causeway into the frontier. A few coins to a local sage and you will have a better idea on where to go…or so it would seem.
As you move throughout the countryside a rider appears in the distance and begins to close quickly. Hand going to your weapons you ready yourself for danger but notice the rider is very young. Timmy Little introduces himself and warns you of a bout of Goblin-Pox at his village. Many people are sick and need help. Timmy says he and other young people have been sent out to find heroes to save the town and asks if you can help. While the boy cannot provide a great deal of information on the malady he advises you that the people of Troburtandban who aren’t sick can help with information. Once you agree he rides off to find additional help.
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….
New to Loudwater, the heroes learn of a tower locked in ice in the nearby wilderness. Traveling there, they discover that the tower’s master left many surprises behind for the unwary. Also available with e 5e solo conversion: https://www.dmsguild.com/product/247505/DD-Solo-Adventure-Menace-of-the-Icy-Spire-5e-Solo-Conversion Pgs. 4-22
After a few scrapes with adventure even novice heroes will need a break and such is the case with this challenge. The young group of PCs will find themselves entering a backwater burg in the hopes of a little R&R (rest and relaxation) but as they come close to town a dead body in the road and the smell of burning foreshadows troubling times ahead. The R&R will have to wait as the young adventurers will be challenged yet again.
The Temple of Xhodes is half wilderness adventure, half dungeon crawl for 4-6 characters of 2nd level. People have been disappearing from Eastbrook and surrounding lands. Can the adventurers figure out why – and who’s behind it? Can they stop the cultists before they take over?
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.
The trouble began several weeks ago when a duergar excavation team went to work in a long-abandoned temple. Drawn to the temple by stories of riches and artifacts, the duergar hired several giants as laborers before cracking the temple’s sealed doors. The largest of the giants, a loathsome Thursir mutant named Huppo, used his acidic vomit to expedite tunneling into the temple’s collapsed hall of worship. Then, Huppo found the horn—an unusual instrument made from a single piece of stone, with a mouthpiece so intricate only a master carver could have made it. The horn became the giant’s obsession. Seeing only the horn’s potential sale value, the dwarves demanded Huppo turn it over to them, but Huppo refused. To force compliance, the dwarves stopped feeding the gluttonous brute, but Huppo had already found his own source of food; in deep areas of the temple, worms were chewing out of the rocks, and Huppo ate them by the fistful. He also played the horn. Then, after several days of blowing the horn and devouring the strange worms, Huppo released a belch so noxious the dwarves had no choice but to lock him in a sealed chamber and carefully consider their next move. The horn’s call, however, had caught the attention of passing nomadic orcs. They set up camp outside the temple entrance in the hope of finding the horn and its player. That’s the current situation at the temple: the giant refuses to stop blowing the horn and belching out deadly clouds of stomach gas; the dwarves are frightened and edgy while their leader is obsessed with malevolent whispers; orcs are threatening to overrun the place; and the population of worms grows steadily as something awakens deep in the stone beneath the sanctuary of belches.
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
NQ2 - Oversight Pass picks up where Meteor Mystery left off. The citizens have honored the party with a banquet when a group of Worgs crashes the party. The simple people have requested your party to investigate to see if more problems will be forthcoming. A hero's life is always busy...
The Granddaddy of All Dungeons Returns! Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters—many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed. Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!” Also available for S&W and broken into multiple adventures. Also see https://paizo.com/store/byCompany/f/frogGodGames/pathfinderRPG/rappanAthuk for expansions for this product.
War is looming between Nanch and the Fey. Those on the border are caught between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler! The adventure spans a series of strange and otherworldly encounters with the magical and surreal denizens of Greenwood—while under the incompetence, cowardice, and bullying of Pertrub (one of the King’s footmen). As the encounters continue, signs of the Earl’s fate are everywhere. The players must pick up clues and begin to grasp the realities behind them! The adventure features a number of visual puzzles with handouts to help the players solve them. This 20-page, stand-alone adventure includes a new class: the Wild Elf. The adventure is for low-level characters. It is not setting specific and can be placed near any ancient woodlands.
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?
An original one-shot adventure designed for 3-6 level 3 characters. SUMMARY: A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant. The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms. Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own. Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Printable cards 16-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #SleepingGiantMountain #GiantsOfKaiva
As your experience is beginning to get noticed, a new problem has come to Lakedale. Reports of the profitable Andall Mine to the south is under attack by humanoids. Gather your cohorts…looks like it is time to go back to work and see if you can boost your fame!