Can you save Timsgiving (not Christmas) when Tim (not Santa) goes missing just days before the holiday? With only a few days until the annual winter gift-giving festival of Timsgiving, Tim the toy maker has gone missing without a word. Something mischievious is afoot. Can the party save the town of Spining from missing a holiday? Dragon in a Toy Shop is a 3-6 hour adventure for a 4th to 5th level party. It is set near the town of Spining, which can be dropped into any campaign setting, but can also be run alongside another settlement or even in the middle of the wilderness!
The party has been promised a small fortune for exploring a shipwreck precariously perched atop a precipice for the past century. With every move they make, the creaking ship inches further over the edge of the cliff. Will the group launch themselves into an early grave or an early retirement? This adventure is packed with everything you need: a haunted shipwreck, cursed treasure, the undead sworn to protect it, a moribund monastery, a genie lantern, hoards of loot, custom creatures, new magic item, and hours of unforgettable memories waiting to be unlocked!
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.
A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.
Forest in Twilight is a four- to six-hour adventure for 1st-2nd level characters, designed for Dungeons & Dragons 5th Edition, with a forest wilderness theme, blights, druids, and a trek through the woods to find the origin of the blights. The level of guidance is for newer DMs but without being training wheels. Set in the Neverwinter Woods north of Phandalin, blights are leaving the woods and attacking settlers and travelers along the roads in the area. A group of druids wants to keep the people and forest safe, but one druid in particular is only concerned about the forest. The PCs will have to determine which side to back, if any, in finding out more about the blights and stopping the threat. This adventure can also be used as a standalone adventure, or slotted into the early quests in the Dragon of Icespire Peak or Lost Mine of Phandelver campaigns. Included with this adventure are: + 4 combat encounters and multiple opportunities for exploration and social encounters + Multiple NPCs with stated personality traits and goals, including roleplaying tips for the major ones + Hazards and diseases the characters encounter in the woods + Madness effects + 4 maps of important locations + Some guidance on how you might continue the story
The Cult & the Tribe Lizards and Goblins and Demons, Oh My! DUNGEON MODULE T1: THE CULT & THE TRIBE Goblins weilding magical blue fire are attacking the peaceful lizardfolk in the swamps near Timbertown. They've come to the humans for help, and Baron Ferrand needs heroes to head into the swamp and find out what's happening. As if that wasn't enough, demons are roaming the countryside, summoned by cultists of the Fraternity of Tharos, one of whom is secretly an important person in the town. Can you help the lizardfolk and keep the town safe?
The village of Silverwell lies at the foot of a mountain range in the icy north. Through most of its history it has enjoyed relative peace, save for its battles with the harsh elements. Recently however, a group of villagers were attacked by bandits while hunting in nearby Rothir’s Pass. The bandits left behind a grim message warning for none to follow. Frightened by the possibility of a larger attack on the village, the headman will happily reward any brave adventurers that can help. Unknown to the inhabitants of the remote village of Silverwell, this new terror pales in comparison to the troubles that have already begun to flood down from the distant Mount Neboria – troubles stemming from the dark wish of a dying dragon. This is an introductory adventure for a group of four or five 1st level characters, which should run for roughly 4 hours of gameplay (excluding preparation time), ending with a quest hook for groups that wish to continue into a full campaign. It includes extra tips and tricks both for new DMs and for interaction with new players.
Centuries ago, a beholder named Yeryl fled from the place of his birth and wandered the countryside in search for a place to call home. After many sleepless nights spent carving out a safe nook for himself in the wilderness, he at last slipped into slumber. In his dreams, he found an ideal place for his lair: long-abandoned ruins hidden amidst a dull and barren valley. Yeryl spent years transforming the place to suit his paranoid designs. Visitors were rare enough, and the few that made it to Yeryl’s lair were quickly destroyed or forced into the beholder’s service, building the lair ever deeper and more magnificent. As time went on, Yeryl finally completed his task. Safe at last, but with nothing to occupy his mind, Yeryl was struck by melancholy; was this lonely and empty life truly what he had chosen for himself? On that day, Yeryl made a decision: next time an adventurer came to his lair, he would welcome them in. With this resolution in mind, Yeryl began to dismantle his traps and replace them with ones he considered to be more fun. Unfortunately, for all his good intents, Yeryl has not yet realised that killing people is a bad way of getting them to like him. Yeryl's Super Happy Fun Murder Dungeon is a highly obnoxious and mildly ridiculous collection of traps, combat and puzzles designed to test your players' wits and patience. It is optimised for a group of four to five 3rd level players, but the text also contains a guide for level adjustments for different sized groups.
When the water source of the city-state of Guerino is poisoned and its citizens enchanted, a group of adventurers must follow the treacherous path deep into Mistfall Mountain and restore balance to the kingdom. Pgs. 91-97
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
A Gritty OSR Fantasy Setting by Travis Legge The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords! The party are traveling west through the Untamed Gauntlet, on their way to somewhere else and using a stream to guide their steps. They step out from under the eaves of the forest to spy looming before them a cliff, a tall wall of stone which stretches away to either side as far as they can see. A waterfall cascades onto sharp rocks into a pool from which pours the stream they were following. The sheer cliff is easily 100 feet high, and too wet and slick to climb safely, though it can be tried. Atop the cliff is a bare stone hill which looks like it was at one time worked by intelligent hands; a look-out post of sorts has been carved into its southernmost peak. The map says it’s called “Wyvernseeker Rock,” but it doesn’t say why. The hill appears deserted. A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right? Published by Aegis Studios
Long ago, when the Dragonborn Empire of Arkhosia thrived, the flying citadel Ustraternes was undone by tiefling magic. Now, a dragonborn zealot with dreams of renewing the lost glory of his ancestors explores the ruins—and unleashes a plague of rampaging drakes on the terrified locals. The story offers PC's the chance to tame a Warwing Drake, disperse a mob, parley with undead, and battle within an alpine meadow that defies gravity.
'A Doven Investigation' is an adventure for 5e to take characters from level 1 to 3. Within the city of Doven a series of bizarre accidents have worried city authorities. They suspect the origin of these accidents come from a necromancer and so seek out a group of adventurers to hire. Their job is to find out what is causing these accidents and put a stop to it. This job though won't be as easy as it seems. The party will have to make sure to not accuse innocent people, work what the city authorities aren't telling them about these accidents and finally uncover the more infernal origin of what endangers Doven. This adventure serves as a sandbox mystery adventure presenting the party a variety of ways to uncover what truly is happening in Doven. It is a good way for a parties characters to meet up and explore the city of Doven together as they work out more and more about the city.
From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.
The Terror of Screeching Hill is an adventure designed for a party of four level 1-3 characters. Introduce your friends to Dungeons & Dragons or take a break from your current campaign and save the town of Stonehollow in this early level one-shot! To the villagers of Stonehollow, the flight of bats warns of an impending disaster. Earthquakes, which riddle the small mining town, often follow this omen causing cave-ins and trapping miners underground. Thankfully, the ground hasn't shaken in weeks. However, every night at sunset, a colony of bats fly over the town as a haunting cry echoes over Screeching Hill, a mound on the southern outskirts of the village. Villagers have begun to go missing, including the town's doctors Simon and Kirk Bartok, and some have suffered terrible wounds after being attacked by a relentless creature out of the darkness. With no doctors to treat the wounded and the expectation of more attacks, the villagers of Stonehollow turn to you for help. Will you investigate the terror of Screeching Hill and save the town from its reoccurring nightmare? Included: - A 16 page one-shot designed for level 1-3 characters - Unique maps - Two player handouts - A simplified document compatible with screenreaders
Anea, the Amazon queen, and her warriors have helped neighboring king Eriklius defeat the usurper Todeuclis. When king Eriklius ascends the throne he covets the hand of Anea, but she refuses. In a fit of rage he sends his warrior Euclatis to destroy her palace and the surrounding town of Gythaclea. Anea—gravely wounded—pleads with Nyx, Greek goddess of the night. She asks for the power to take revenge. Her plea is granted, at the cost of being turned into a medusa. As rumors spread that Anea is still alive, the heroes are sent by King Eriklius to retrieve her. It seems an easy mission, but they soon discover all is not as it seems... Pgs. 157-163
A short plug in adventure that can be used as part of a larger campaign or run as a one shot for Tier I or II characters. A well known alchemist who is famous for being able to make what ever is needed. Whoever a small mystery begins when his shop is robbed and the proprietor now goes missing can they save him. This adventure is ideal for for tier I and II characters. Playable as a one shot or as part of a larger campaign. The adventure comes with maps, encounters and enemies. The adventure comes complete with the following: - Full 5 page PDF adventure file. - 2 Parchment style DM and Player maps ready for VTT use. - 2 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT - Comes with sample alchemy crafting rules
You visit the peculiar village of Basht expecting a pleasant evening filled with good food and drink, and a chance to learn their strange customs and superstitions. Your evening is interrupted when you are asked to rescue their mayor. Their mayor? A goat that lives in the center of town. Why is he so vital, and why is this a job for adventurers? A Two to Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3. The Goat Mayor originally debuted at U-Con on November 2019. (https://www.ucon-gaming.org/)
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.
A "Fast Play" introductory adventure to Dungeons & Dragons. Rather than requiring a d20, it is written for 3d6, and is meants specifically to teach new players how to play the game. The story is a simple dungeon crawl: players enter a small cave system to investigate an orc attack. After defeating a few orcs, they find an ogre's den, and must fight the ogre.