BLACKTIDE COVE THE CULT OF THE FISH-MEN From the Ship's Log of the Sprite: "...I can hear them fish-men. All the time with their chanting and hissing and whatnot. There's some kind of religion going on here, down below. We can't understand what they say, but it's something God-like, sure as spray on the foc'sle." A century ago, during the Spellplague, pirates hid a treasure at a shrine in a remote area of Impiltur's coast. Can the heroes claim it from that which lurks there? Blacktide Cove is a 4-6 hour adventure for 6 characters of 6th to 8th level set on the Sea of Fallen Stars! Set on the coast of Impiltur along the Easting Reach, Blacktide Cove can be placed anywhere there's a stretch of lonely coastline and the possibility of pirates. Blacktide Cove is 32 pages of adventure for you and your table! Includes a handy index, cartography by Dyson Logos, new magic items, and full-color player handouts - including exclusive art from Patrick E Pullen! Includes print-friendly version!
Something is plaguing the farmland around the village of Oxdale, out in the middle of nowhere. The beast visits regularly and carries off an animal, disappearing into the hill country north of the village. Word is that it is also buzzing around the new goblin camp to the northwest. It wasn't too big of a deal until it tried to carry off a village youngling; now the mayor and the citizens want it dealt with immediately. (Spoiler - the beast was sent by a gentleman vampire who doesn't like hunting for himself. Find him in his cave or encounter him once he ventures to the village to find out what happened to his machine, should it go missing.) The Draining Caverns of the Winged Beast is a one-shot 5e adventure for a party of four 5th or 6th level characters. This adventure can be slotted into most 5e adventures (maybe with some reflavoring if it's a frozen setting), or stand alone as its own adventure. This adventure includes: The adventure PDF, with several combat encounters, and opportunities for exploration and roleplaying encounters Four maps - one region, one village, and two battlemaps, both in the adventure and as separate JPEGs Random encounter table for trekking through the hill country One magic dagger held by the vampire.
The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.
The Cage: A valuable trinket was stolen from the well-protected manor of the lady Morrigan Strange, and she enlists the help of some able-bodied adventurers to retrieve it. As it is the way of things, it turns out the problem is not as simple as it first seemed. A vile demon was trapped in the stolen orb and threatens to kill everyone in sight after its release! The package includes background information about the involved characters, a few details about the town of Beregost, several maps, and lots of adventure!
Heroes and blackguards of every stripe will find peril on the Purple Planet, but none more than 0-level PCs. Cast across the cosmos, surrounded by hordes of baying man-beasts, and marched into mass gladiatorial combat, the PCs' death waits with bated breath. Their sole hope for escape lies – not in pitched combat against endless hordes – but by braving the unknown and pressing into the darkness beneath the Purple Planet.
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!
Silas Cusk built a menagerie of magically reconstructed saurians on a tropical island and sold tickets to it. The party arrives as VIP guests on preview day — the same morning Cusk's former partner steals the diamond that powers every containment ward on the island. The wards go dark, the cages open, and the island has two hours before its magical foundations give out and it slides into the sea. A complete, ready-to-run one-shot for a small table: 2–3 players, levels 2–3, one 2–3 hour session, zero prep. Eighteen named scenes across four acts, with a branching second act (a subterranean stealth route or an exposed aerial one) that reconverges so nothing is gated behind the choice. A visible 0–10 tension meter — the Containment Instability Index — climbs as the island fails and sets the severity of the finale. The apex predator is not a villain: it is a construct whose control collar overloaded when the diamond was stolen, and it is in agony, not hunger. The three-phase boss has a discoverable weak point and ends in a single-round choice between three fully written endings — destroy the island's heart, restore containment, or free the beast — none of them clean. Includes 8 SRD 5.1 creature stat blocks, 4 NPCs, 4 ready-made characters (any two form a viable party), 6 battle maps, 6 opening hooks, 6 contingencies, and 5 campaign seeds. Every encounter is tuned and stress-tested for the worst-case small table.
Goblins of the Malauth tribe have occupied a dwarven crypt in the Nether Mountains. When a dwarf from the hamlet of Hilltop goes missing, his brother enlists adventurers in Rauvin Vale to head up to the tomb and discover what happened to him. An introductory adventure for 1st level characters.
Visit the Abyss. Meet Demon Lords. Kill Everything. In the heart of the Demonweb, Lolth surveyed the Grand Council Chamber and the demon lords assembled by her invitation. Throaty growls indicated a dispute amond Yeenoghu's pack. Obox-ob's insect swarms chittered while Demogorgon ranted from the central podium. The other emissaries seemed restless. Across the hall, Graz'zt met Lolth's gaze and smiled. The demon queen shivered with a tingle of foreboding This Dungeons & Dragons adventure takes characters from the planar city of Sigil to the darkest corners of the Outer Planes, gathering resources to battle the forces of Lolth, Demon Queen of Spiders. The player characters must navigate a carefully spun web of treachery and deceit to reach the violent heart of Lolth's domain and put an end to her sinister dreams of conquest. This campaign adventure is designed for characters of levels 9-12 and features an easy-to-use combat encounter format and player handouts. This book also presents new prestige classes and magic items for player characters. For use with these Dungeons & Dragons core books: Player's Handbook, Dungeon Master's Guide, Monster Manual.
Caravan of Peril takes place on the unprotected roads and trails of the wilderness between cities. Merchants, pilgrims, and wanderers have long banded together in wagon caravans for safety when setting off into the wild -- yet a caravan is only as safe as its hired guards. There's plenty of coin to be had on the road for those with a swords (or spell book), a steady will, and a taste for adventure. This adventure begins assuming the characters have all signed on as caravan guards. Their motivation may be money, wanderlust, or a hasty need to get out of town. Whatever the case, payment is 25gp each, paid upon safe arrival in the next city. Along the way, the characters will brave the dangers of the wilds, make some unusual acquaintances, and be ambushed by crafty goblins.
Ever needed to spice up a stay in a city? Or, ever needed something to fill the gap between sessions when you are missing a player? Add a little flavor to the adventurers’ city visits with a rampaging mummy, a circus gone wild, a haunted inn, and much, much, more. This 80-page supplement contains 26 encounters written by best-selling Dungeon Masters Guild writers and new writers! Encounters in the Savage Cities includes: •26 unique encounters / mini-adventures ◦A mix of combat, roleplay, and investigation •Scaling Suggestions for CR 1-10 •New creatures •Custom Art •Downloadable Custom Maps (as a separate file) These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.
Death and taxes. Only two things in life are certain. The PCs must deal with a corrupt tax collector and his band of thugs in order to save a small village. Pgs. 48-61 & 66
Set Sail with the Pirates of Chaos! A thousand welcomes, noble friend! I see your eye is as keen as the eagle and your mind as sharp as my jambiya, for you hold in your hand a great treasure. This box contains everything needed to launch an epic adventure featuring corsairs and mamluks: - A stunning poster map of the Corsair Domains and Zakhara's northern shores. - Six full-color cardstock sheets containing maps and player aids. - An 8-page booklet filled with new monsters, including the dreaded ghul-kin. - A 32-page sourcebook detailing the wily pirates of Hawa and their greatest enemies, the stalwart mamluks of Qudra, plus several new magical items. - A 64-page adventure book presenting a fabulous array of tales set in or near the Corsair Domains. Meet the beautiful and notorious Jayani al-Jasir, called by some the Queen of pirates. Face untold perils to fetch the wondrous waters of the River of Gold. Save Hawa's people from the horrible Soultaker, and much, much more. But beware! Treachery awaits at the hands of those you trust most! Recommended for use with the Arabian Adventures rulebook. TSR 9449
Set for initial level PCs, this short scenario utilizes a shortcut through a mountain range. The players are in a hurry to get to town for an adventuring opportunity and all they need to do is get through a crevice. Unfortunately for the new delvers, the gap is home to a trio of bandit brothers and other obstacles!
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
House Tarkanan and the Trust have embroiled the Sharn underworld in a silent war, the result of which has dire consequences for Zilargo. The characters must fight their way through assassins, aberrant dragonmarks, information brokers, and fancy parties in this conflict between shadow organizations.
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM
The General who commanded the successful and profitable Crossroads Mercenary Company turns up murdered in his home, on the very eve of his scheduled announcement of which of his ambitious captains he’s chosen to succeed him as commander-in-chief. Every one of those commanders was in the house when the murder occurred, so they’re all suspects. If that’s not enough to keep things exciting, the clock is ticking down to zero. The General made a pact with devils years ago, and unless the murder is solved quickly, an infernal gate will open, allowing devils to flood through the General’s mansion into the world at large.
Part 1 of the "The Devil We Know" campaign arc. Shipyard Rats is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). When simultaneous kidnappings of Pathfinder and Aspis Consortium agents rock Cassomir's Imperial Naval Shipyards, the Society orders you to join forces with hated Aspis agents to solve the mystery. Can you work together with the enemies of the Society to uncover the source of the kidnappings, or will you perish in the shipyards of Cassomir?
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…