With the discovery of an enormous diamond deposit nestled on their borders, the kingdoms of Peldadrin and Belford both claim the repository of indispensable gemstones as their own. After years of negotiations fail to bring a peaceful resolution, the two nations (further incited by sentiments of national pride that have risen over the years of negotiations) determine the diamonds will be claimed only through war. In the early days of the war, Private Geth Heston, a Belford scout with rich Peldadrin ancestry, was dispatched into enemy territory to uncover Peldadrin unit formations, patrol routes, and any other information he could find. It’s been two weeks since Geth sent his latest report, putting Belford command in a state of unease. The information Geth alluded to in his last message could change the course of the war, if proven true.
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.
In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.
The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
The hunt is on! Agents have hired out the infamous Redcaps to raid along the Hruesen River and Baron Botkin wants them brought to justice. A mad run by the goblins left a trail of ruin along the river road but the time to act is now, before the trail goes cold. the evil doers broke off the raid and now lie in hiding somewhere in the Barren Wood. There in the deeps of the forest stands the legendary Slag Heap - an ancient complex of unknown origin and terrifying reputation for years ago the Heap served the Horned God's minions as a bastion against the fey of the Barren Wood. But now all the forest is hostile to outsiders, whether good or ill. The men of the Barren Wood are fierce, independent, and distrustful of outsiders. Facing them is a daunting task in the best of times and now they seem to be protecting one of their own. Discovering the real powers in this region only brings the characters closer to doom as they travel to piles and heaps of slag and detritus that was once a glorious abode and temple to the dark powers before the age of man. Also available for 5E
One page adventure, one page map. On the edge of a lake/ocean’s windswept field/forest, outside of his small stone home, a very old, callous human magic user, Cyfrin the Wrathful, summoned an invisible stalker in a magical binding circle. First he began to taunt the stalker, proclaiming his dominance over it, describing its powerlessness to do anything but carry out the old spell caster’s will. Next, Cyfrin dispelled its invisibility, ordering it to execute his plan. In Cyfrin’s excitement, he gazed upon the stalker’s now visible, horrifically impossible face - and abruptly suffered a stroke, dying on the spot. Still imprisoned, the stalker wants freedom. Will the PCs help it? Adventure hooks provided. Published by Wicked Cool Games
Farms in the hamlet of Winterton are being raided at night. Who, or what, is doing the raiding is a mystery. Animals have disappeared and now a visiting merchant has gone missing. The only clue is a blood drenched hat sitting in the snow along a stretch of road. Blood in the Snow is intended as a small side-adventure set in Winter, in a tiny village in the Bay of Spirits. A desperate clan of goblins are raiding the settlement and the player characters have been asked, or hired, to help. Published by Roan Studio
"Every year, the Awakening Festival draws folk from across the rich expanse known as Godsbreath, uniting celebrants as they tell their history in song and set the course for the upcoming year. But the mood turns grim when a group of farmers suddenly turns violent, manipulated by an unknown magical malady. In the aftermath, well-known trader Aunt Dellie fears for her goddaughter Kianna-a worker at the farm the attackers came from, deep within the outlying farmlands known as the Rattle. When characters investigate, they are pitted against a lurking evil that uses a young woman's grief and loneliness to lure new victims." Roll20VTT
There’s someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year it’s different. Bodies are turning up. Teenagers are running for their lives. There’s blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domain’s dark lord or lady.
This week’s encounter is April Showers and Foul Flowers, a combat encounter that could also become a puzzle for the druids and rangers in your party. While the characters travel through a beautiful meadow, smelling the scents of flowers and earth after a rain, the flowers at their feet spring to life and attack, threatening to entangle and devour them! These foul flowers were animated by the foul magic of a dark sorceress who infused the rain itself with her evil. The characters could fight back against the sorceress and her army of animated plants, or they could try to undo her spell and save the flowers—and the nymph that guards them.
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
𝐓𝐡𝐞 𝐟𝐢𝐫𝐬𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The PCs have escorted a trade caravan to the dwarven stronghold of Nirzumbil and are preparing for a boring trip home. But what is that sound of horns in the distance? And why are the dwarves closing the front gates to the mines? This is an adventure for 2nd level PCs. It is the first in a series of adventures detailing on orc uprising against the dwarves with sinister implications. Includes a 5th edition write up of the Dread Warrior, an undead that previously appeared in Monsters of Faerun.
PL1 – Encounters at Gormell is the initial adventure for the campaign in the Principality of Lockerbie. This series of adventures are set in the land known for the large city of Kettlespit and the capital of Xado Keep. The land resides to the south of the mountain range called the Spines, home to a devastating series of magic wars years ago. This land was the site of many battles and skirmishes and the western reaches are still very dangerous. This offering provides information on the village of Gormell and a variety of different scenarios to get your first level players up to second level and beyond!
Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.
The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.
The promises of glory and the chance of riches draws you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hither-to unknown entrance. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom?
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes—and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine—a riddle which may hold the key to vanquishing the ettin.
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
An adventure in Hyperborea designed for from four to six characters of 6th through 8th level In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis! The Lost Treasure of Atlantis takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.