When the brides of death become the marauders of Nibenay, When the dead must die and the unsleeping must wake, Then the Dragon shall be born anew. For centuries the Veiled Alliance has been a thorn in the side of the mighty sorceror-king Nibenay. Now the stars are right and the mysterious Shadow King has decided to rid himself of his unremitting rivals. But the Veiled Alliance is not easily defeated. They too have been watching the stars, and they know that the history of the great city has reached a crucial juncture. Both sides stand ready for a great battle, but neither is prepared for the disaster that looms over the city. By the time the sun rises again, the city will be in ruins and the task of rebuilding it will fall squarely on the shoulders of a small band of adventurers. The future is theirs to decide, for good or evil.
This adventure is now Adventurers League legal and uses the code DDHC-MORD-01. Any player content within is NOT AL legal. Embark on a rescue mission into the heart of the Shadowfell in this adventure for the world's greatest role-playing game! This 8-to-12-hour adventure for 5th to 10th level characters takes heroes from the elf village Dripping Leaves in Cormanthyr Forest to a drow outpost to the Shadowfell. Along the way they contend with new creatures and story elements found in Mordenkainen's Tome of Foes. This product is written in the D&D Adventurers League style and features nine monsters from Mordenkainen's Tome of Foes plus one original monster and one original magic item. This is a DMs Guild Adepts product. The DMs Guild Adept Program was started and is managed by Wizards of the Coast. It brings together some of the best talents creating for the DMs Guild for creative development. DMs Guild Adepts products are identified by the gold ampersand logo.
Your time in Queen’s Point has been productive and your level training is complete. As you relax in the Frothy Goblet Tavern & Inn you enjoy catching up with your compatriots over a steaming mug of mead! While you enjoy your time together you can’t help but overhear an interesting conversation at the next table over. A mountain man from his appearance is regaling a group of drunks about a foray into the wilderness and discovery of some old ruins. Those listening chime in with their thoughts on the potential for lost treasure…perhaps this guy may lead you to your next adventure?
"Something is weird about this party in 16th century Scotland! A famous thief stole a magical jewel and hid inside a castle where a party is taking place. Enter the party, find the jewel, escape with your life. In the first half of the adventure, the player characters will explore a weird party in search of the thief Jougal. They’ll likely piece together that this party is not “normal” and that this castle is not safe. In the second half, the baobhan sith will reveal themselves, red caps will set the castle on fire, and the PCs will find themselves locked in a burning hellhole. The adventure will likely change from a fun party-crawl into a stressful fight for survival. This is the NIGHTMARE PHASE." This adventure blends elements of horror, survival, and mystery, requiring players to use both their combat skills and their wits to navigate through the treacherous and evolving scenarios within Firnhirst Castle. Written for Cairn RPG
Alton Lightheart, a lhalfling thief, went looking for a magic sword at the Storm-Sun Cliff. He & his two comrades were ambushed by a dusk (collective term) of malign shadows. He was knocked out and nearly killed. Before the shadows could consume Alton, a giant owl pair chased them away. Later, he awoke badly injured, not knowing his allies’ fate (they became shadows). Shaken, Alton saw he no longer cast a shadow! Disturbed, he fled to the village of Croy. Alton’s freed shadow, Kra, and its dusk now stalk him, longing to devour him in the dim light. This chapter starts in Croy. As the PCs arrive, an exhausted Alton sits in the Dragon’s Claw Tavern, back to the wall, skittishly watching. He ask PCs for help to face these terrifying monsters before his essence fades away. Published by Wicked Cool Games
CALLING ALL BEGINNER GMS AND PLAYERS! Prepare to be schooled! Exallizar Preparatory Academy is a place that, for generations, has trained the best and brightest heroes in the land. All of the students are the children of famous heroes, and as one of the fortunate attendees, it is your job to uphold the legacy of excellence attached to your family name. As a student in Exallizar, you will be put through the paces like never before. This first year will see you and three strangers attempting the Gauntlet – a mysterious crucible that will put all of your studies to the test! Also included in “A Learning Time”: The first look at an exciting new miniature campaign setting specifically intended for the basic version of Pathfinder Four new iconic pre-generated PCs for quick and immersive play A classic monster never before seen in the basic version of Pathfinder A grading system to let you know how well you’ve done at the end of the adventure The first chapter of a series of seasonally thematic modules that can be run to completion in 3-6 hours HERO LAB files available for all encounters within the adventure as well as the BASIC Iconics, all playable as PCs!
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.
Written in celebration of Swords and Wizardry Appreciation Day 2017, Return to Fel’Valashar picks up where Dungeons of Fel’Valashar left off. In this book is a collection of mini dungeon adventures with a small region called Fel’Valashar that they take place within. Each of these adventures is written in such a way that they don’t have any ties to each other or to Fel’Valashar. This means you can easily drop them into your own world with no fuss. Includes: Details of the south-western region of Fel’Valashar. Four mini dungeon adventures. New monsters. New magic items.
This is a trapped corridor which can be dropped into any castle, dungeon, ruin or underground adventure. It features full rules on how to scare the living be-jesus out of your adventurers and have sone great fun with them too. Get ready... as the 'Umber Eyes' is ready to receive you...
The main road from the prior government is known as the Queen’s Road and spans the north-south axis of the land. While it has fallen into disrepair it is still used to get to the largest city in Provincia, Queen’s Point. This community sits on the Golleck’s Bay and is filled with opportunities for young adventurers…they just have to get there!
Introductory adventure for Dark Sun, included in the original box set. PCs start on a slave caravan but are freed when it is attacked. With limited equipment and water, they must cross the desert to an oasis then save a druid. As with many Dark Sun adventures, uses a flip book providing 24 maps and illustrations for players. Combines combat encounters with survival encounters, where the treasure may just be food or enough water for another day.
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
Provost Faurious has procured an Aethervane, an astrolabe-like instrument tied to Kythri that's used to navigate manifest zones. Unfortunately for the Provost, the Riedran ship that was carrying the Aethervane across the Sea of Rage to deliver it to their agent in Regalport fell victim to piracy. The player characters are dispatched to Regalport to meet up with the Provost’s agent there and petition High Prince Rygar for more information about the stolen cargo. When the characters dock in Regalport, they meet the Provost’s contact and are ushered into a meeting with High Prince Rygar. Wishing to show his intolerance for piracy, Rygar charters one of his own ships for the party’s use as they investigate the stolen cargo. Upon arriving at the crash site of the stolen cargo, the party is set upon by a fleet of pirates known as the Wind Whisperers. When things turn sour, a new surprise reveals itself as an unnatural storm rolls in, a stolen airship at its heart. The Wind Whisperers have found a way to convert the Aethervane to serve their own purposes. Seeking aid from Rygar and House Lyrandar, the heroes chase after the pirates by sail and airship. As they do, they are bedeviled by the Chaos Fleet—strange ships sailed by an even stranger crew that are drawn to the Aethervane and the chaos it brings. In a final airborne confrontation, the party boards the rogue airship and retrieves the sought-after artifact, with a chance to salvage or sink the stolen vessel in the process…
Fresh-faced and more than a little hung-over our newly graduated mage of the great Dunromin College of Magic and his friends step into the tea-room next to the Porter’s Lodge and ask for something for a headache. Within minutes they find themselves accosted by the smiling figure of Malcolm Darkstar, Bursar of the College and owner of the tea-rooms, keen to ask them a favour… This is an introductory level set of scenarios designed to take a starting-level party on their first exciting adventures; The Lost Son; The Return of the Cauldron of Millent and the Murder at the Red Barn
As the story goes, worshipers of Bahamut and worshipers of Gruumsh spent years warring. As the dead piled up, a Bahamut faithful crafted a weapon of devastating power. Most of the inventor’s peers balked at its use, but some felt it was justified. Those few who used the weapon were twisted into mad, dark beings by its corrupting power. The rest of Bahamut’s flock locked them and the weapon away in a dungeon prison. The dungeon and its terrible secret were long forgotten—until a group of rakshasas happened across the ancient tale. Now they seek the weapon for their own designs. Pgs. 132-137
"The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This Dungeons & Dragons Roleplaying Game adventure, created for Free RPG Day 2012, pits player characters against a mutated beholder and its vile underlings. Although set in the Forgotten Realms campaign setting, the adventure can be easily adapted to any* D&D world." *: The adventure mentions that it is suitable for any setting touched by the Spellplague.
Steal gifts! Fight Reindeer! Save the holidays! Take on the dreaded devil Belsnickel and save the snowy gnomish town of Cheerington from his grasp in this fun-filled adventure for one-on-one parties or small groups level 4-5. Inside you'll find: -A one-shot adventure involving roleplay, exploration, and combat! -4 new festive creatures! -2 maps ready for print or import! -6 exciting new magical items to gift to your players! This adventure also has lots of fun mechanics like mistletoe and corrupting coal! We put together some of our favorite wintery stories and holiday tales in this fun holiday one-shot! It's perfect for a side narrative to try out one-on-one play for the first time, introducing someone new to the game, or taking your party to a festive demiplane for a unique Christmas-y one-shot adventure.
Vault of the Blood Mage is a deadly one-shot dungeon adventure for 4-6 8th level characters. Player Characters find themselves locked in a dungeon room with no memory of how they got there. Inflicted with a magical disease that is slowly turning them into mindless zombies, the dungeoneers have to work quickly to find the antidote and escape the vault before succumbing to the deadly affliction. To do so, the characters must avoid deadly traps, fight unique monsters, and solve fiendish puzzles.
The Githzerai and the Githyanki are constantly at war with one another, but now the Githzerai are looking for whatever help they can get to clear out one of their captured fortresses from their armor-wearing rivals. Perhaps you adopt a faerie dragon while inside or play some cards with a chaos loving Efreeti who drops by at just the right times.
Tragedy has struck the Dwarven Kingdom of the Hammerskin Clan. Recent quakes have opened the Dwarven mines to a humanoid invasion that have taken over the Stonegate and Irongate sections of the kingdom. On your last foray into the Dorgel Mountains you were tasked to deliver a plague cure for the town of Timel. On your way through the trade route you discovered the invasion and fought your way through to deliver the remedy. Now you must return to help the Dwarves secure their domain!