A recent earthquake has brought forth ancient evil from beneath the waves, to terrorize a sleepy coastal town. People are disappearing. The heroes will sail to an ancient, steam-powered temple in the ocean. They'll encounter mad fishmen, deadly traps, and ancient horrors that slumbered until now.
There’s a magical artifact hidden in the ruined monastery, but the monastery was abandoned for a good reason. Dare you brave the unknown to gain the treasure? A short adventure designed to be run in a single night for 3-6 characters between level 3 and level 5. The adventure includes graded encounters to cater for different group sizes and levels as well as summary creature blocks to aid the dungeon master.
Players encounter the Everlasting, murderous assassins who destroy the mighty from the shadows. Infiltrate their mountain fortress and destroy the grandfather of Assassins before the Grand Caliph falls prey to their knives. TSR 9431
In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.
The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”
Escape from Elturel is a 6-8 hour Dungeons & Dragons adventure for characters of levels 1-2, for use as an introduction to Baldur's Gate: Descent into Avernus. Pilgrims and travelers flock to the holy city of Elturel to bask in the light of its second sun. But when the Companion starts to malfunction, the characters must escape the doomed city before it is pulled down to the Nine Hells. In the aftermath, a caravan of refugees needs their help to find a safe haven in that notorious hive of scum and villainy, Baldur's Gate! The adventure has everything you need to start a new campaign in Elturel, including: - a new adventure hook for Descent into Avernus - short introductory encounters set during and after the fall of Elturel - a skill challenge for escaping Elturel as it is pulled down to Avernus - resources, encounters, travel activities, and NPCs for a caravan to Baldur's Gate - notes for transitioning into Descent into Avernus - two creature and NPC stat blocks - a map pack with two maps by Dyson Logos Escape from Elturel also includes suggestions for combining this adventure with Burial in Baldur's Gate if you want to run a mixed party of characters from Elturel and Baldur's Gate.
A half-marilith, half-medusa druidess lich known as the Hate Blossom lairs in this dungeon, having been run out of mortal society and shunned by demonkind. She possesses the petrified-yet-still-living body of Melenkir, the first human arch-mage and the single creature to remember a ritual that may save the realm from an extraplanar threat. Only slaying Hate Blossom or convincing her to lift the curse will revive Melenkir. Published by Defy Danger and Save Verses Death
E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. It is intended for use during Chapter 3 and 4, where your party is roaming the Savage Frontier, and has material enough for 1-2 full sessions. It brings your party in contact with the mysterious Kraken Society, and introduce them to the Golden Goose coin, which will make your players more invested in the events of Chapter 11: Caught in the Tentacles.
Your previous adventures on in Denali has raised some questions about the ruling body. After an assassination attempt and the recovery of a note, the PCs are led east out of the city. Will their trip to the eastern lands fill in the blanks or end in disaster? If successful their fears may be realized or unfounded…
Zor von Finklestein has purchased an aging cargo vessel and filled it with food for suffering Mulmaster. Now you only need to make sure the vessel comes into port
Once every decade, the tides of the Empyrean Ocean recede far enough to reveal the highest eaves of a mysterious undersea tower. Long ago this was an eldritch fastness of Sezrekan the Elder, the most wicked wizard ever to plague the Known World, but now the tower is known simply as the final resting place of the fabled Black Pearl – an artifact rumored to bring doom upon all who dare to posses it. Tonight the moon nearly fills the sky, and the tides have already begun to recede. Adventurers have eight short hours to explore the tower before the dark waters return. The fabled Black Pearl will be theirs for the taking…if they can survive the Pearl’s curse.
Deep within the dark recesses of the Tomb of Nihalar, the final resting place of elven kings, the weapon of the wood elves of Imfe Aiqua stirs. Two individuals are drawn to the weapon—but only one can accept it. Who will take up the glaive of the revenant king and become the ruler of the forgotten elven city? Glaive of the Revenant King is a 3rd-level Fifth Edition adventure for 3-5 characters. Characters who survive the adventure should reach the 4th level by the adventure's conclusion. This is the major side quest in the Hand of Eight adventure path. It can be played as the kickoff for the larger adventure setting or as a one-shot adventure for your players. The campaign is intended to be set in the DMDave crowdsourced campaign world of Omeria. However, it can just as easily be inserted into any other mysterious, untamed wilderness. The adventure is written by renown Fifth Edition author, DMDave Hamrick. It's 40 pages of fast-paced fantasy adventure that includes zombie hordes, horrible monsters in dark forests, battles with orcs, and tombs filled with dangerous traps.
Thane Tinewiner’s daughter has been kidnapped just before her betrothal and her love slain! Who will avenge this mockery? Can the girl be brought back alive? Is your PC brave enough to face this challenge alone? Surely a handsome reward will be at stake but more so the fame of saving a damsel in distress and the honor to go with it. Few clues are available and most of the Thane’s military are on the hunt for the woman so you’ll need a little bit of luck if you are to grab the honors and save the day.
They say the legendary Ashes of Evensong have been found! In the year 689 DR, the song dragon Evensong was incinerated by Kallurous, a red dragon. In the wake of her death, Evensong’s ashes were gathered into a hundred urns by members of the Harpers. Originally intended as mere relics, the urns fell out of the Harpers’ possession when the caravan transporting them was ambushed. They were thereafter lost to history. Three months ago, stories began to circulate that at least one of the urns has been found. An artificer from the city of Elskar claims to have acquired some of Evensong’s ashes. According to his story the ashes are more potently magical than even residuum, created as they were from the mortal remains of a powerful magical creature burned to ash in the fires of an even more powerful dragon’s breath. This tale is dismissed by most, but certain factions and private interests aren’t willing to reject the possibility without investigation. If true, the artificer may be in possession of a highly dangerous and unfathomably valuable substance. More importantly, he may be in possession of the knowledge of where it came from, and the secret of what happened to the Ashes of Evensong all those centuries ago. In search of the truth behind a rumour that some of the Ashes of Evensong have been found, the player characters find that the Ashes are ultimately incidental to a far more worrying development. The trail of the Ashes leads them to the discovery of a fiend pact warlock operating among the ruling class of the city, a vault of forbidden magics the secrets of which have been breached, and a diabolic artefact about to be reclaimed in the name of a Duchess of Hell. With a focus on investigation, puzzles, and dangerous traps, Ashes of Evensong rewards players for caution and cleverness. Published by Spilled Ale Studios
An original Valentine's Day-themed one-shot adventure designed for level 4-5 characters. SUMMARY The city of St. Valentine is home to Dante's Casa di Dolci, a world-renowned bakery — and tucked within the bakery is the entrance to a secret labyrinth, created by a mischievous, merciless god. Every February, an unsuspecting resident from St. Valentine is pulled into the maze. Some return after years spent in the labyrinth, but most do not. When Dante's beloved wife, Simonetta, is pulled into the labyrinth, he must enlist the help of adventurers to get her back. The journey that follows is one of strange doors, riddles, and dangerous creatures that lurk among the hedges... DETAILS 2-4 hour session for 3-6 players Play-tested material Original NPCs and locations Diagrams and NPC stats 19-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtag: #LabyrinthOfThorns
The Provincia series continues with the fourth adventure in the series “Jaunt through the Woods” After successfully exploring the Ruins of Tobrick your intrepid adventurers continue their path north to warn the residents of Queen’s Point of the humanoid gathering. While attempting to circumvent the evil army they will have to continue through the forest using old trails. Along the way a collection of encounters gives the party multiple opportunities to enhance their skills!
Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter. Hired for their expertise, the adventurers have joined the pursuit. A Two-Hour Adventure for 1st-4th Level Characters Wretches is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017
Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3
When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games