Some weeks ago, a tiny sliver of shadow crept into Yarralanya Swamp. It fed on the worms, then on the fish and snakes, growing larger over time until it threatened the lives of the swamp folk, who took up their weapons and fought back, to no avail. In order to buy time for a second attempt, the swamp folk began to steal livestock from the nearby village to satiate the beast’s hunger. After all, who but those villagers could be responsible for unleashing this threat? Soon after, a band of adventurers visiting Rishel’s Hollow find themselves tasked with a simple mission: end the theft of cattle by whatever means necessary. This adventure should run for 3-5 hours, either as a standalone one-shot or as part of an existing campaign, especially one featuring creatures from the Shadowfell or the experiments of a mage. Encounters assume a party of 4-6 level 4 characters.
Damnation! The Companion that once stood as a beacon of hope and goodness above the city of Elturel has been extinguished and the entire city—along with its denizens—have been drawn into Avernus, the first layer of the Nine Hells! While those fortunate enough to have been outside of the city’s walls during its departure have been spared that fate, but they’re not yet out of danger! The refugees formed a caravan bound for the nearby city of Baldur’s Gate. Can you keep them safe from devils, bandits, and one another until they reach safety? Four One-Hour Mini-Adventures for 1st to 2nd Characters. Optimized for APL 1.
The manor of Willowby Hall is under siege by a giant, enraged at the theft of his magical goose. The band of thieves has taken shelter within the manor's crumbling walls, cowering with their ill-gotten poultry as the building shakes itself apart. But something else is stirring. The giant's rampage is slowly awakening a Death Knight from its black slumber, and once it rises it will call on the bones of the manor's old residents to drive out the intruders. Will the party loot the manor of its ancient relics, or succumb to the blades of its skeletal guardians? Who will make off with the goose and its golden eggs? Will anyone survive the giant's onslaught? The only way to find out...is to play.
"Persuaded by a foreigner mage, the survivors of an expedition to the ruins of Castle Perilous return bearing old relics of the fallen Witch-King of Vaasa. However, after getting back to Castle Valls in Damara, the very stone structure is affected by these artifacts, infused with life and evil intent, setting its will against those who tread its halls." Perilous Awakening is an adventure for a group of 6th-10th level characters. It is set in the town of Valls, at the northern region known as the Bloodstone Lands, in the kingdom of Damara, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes: PDF file including the 35-page adventure. 3 maps a simplified view of the town of Valls, Castle Valls and a part of the town, and Castle Vall's dungeon level, all ready to be printed or for use in the web. 10 new enemies between awakened objects, evil wizards, and one of the Witch-King's Book of Creation to antagonize the adventurers. The artifact known as the Book of Creation to tempt the adventurers into higher evil powers.
Elven Tower presents a compilation document of all the content for DMs running Out of the Abyss module. This guide has been very well received by the DMs community. I have gotten great response during the creation of this content. The guide is over 60 pages long and contains hoards of information, guides, suggestions, and general information for DMs running this module. It now has clickable table of contents and bookmarks for all the different chapters for easy navigation. There are maps for Gauntlgrym, Sorcere Tower, Vizeran's Tower, Karazikar's Maw as well as some very needed flowcharts and infographics to better understand the adventure. The guide also features some maps drawn by me (Elven Tower) to supplement the missing illustrations for important locations.
Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? Someone in Lochfell knows the answer, and it's up to the PCs to find it out. Lochfell’s Secret is a short D&D adventure for four 15th level player characters (PCs). The story is set in and around the port town of Lochfell. You can place the action in any section of your campaign world where a coastal town on a bay might exist. If there is a small town that the PCs visited in a past adventure but haven’t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.
Half a century ago the legendary mage Delekin reached his zenith but began a fall of monumental disaster. After being betrayed by his party the mage changed alignment and began a cruel tirade against the residents. He was finally taken down by the Lords of Evil and imprisoned in a tomb created to lure good adventurers to their death. Many have entered the unholy locale and none have returned. Whatever evil is present in the tomb is powerful, and most likely very wealthy. This adventure is one of the Original series i.e. an early work!
The city has been plagued by mysterious nighttime assassinations that leave behind no clues about who might have perpetrated them. Divinations from temple of Ioun adherents suggest the guilty parties can be found under a nearby curio shop. The PCs set off. Beneath the shop waits the Poisoned Shadows Assassins Guild, as well as a greater danger than the party expected. Pgs. 54-59
The Bleeding Hollow was written as a tribute to the golden era of adventures. Danger lurks around every turn, and a great over-arching storyline ties everything together. There is much to discover and learn, and solving the woes of the adventure is entirely up to the players. They will choose how to deal with the myriad challenges put forth, and will probably run down a red herring or two. They might choose a very dangerous path unknowingly and pay the consequences fortheir actions. That is intended. Let the story lead your party, and your players lead the game. You won’t regret it. Published by Total Party Kill Games
Picking up where the adventures left off in Sordack Valley, the PCs gain information on areas with potential treasure. Several ruins are just within reach and at least one may be the burial site known as the Ossuary of the Bear! A magical crozier was said to be buried there and has never been found. Are your players ready to make themselves legends?
A mysterious package, a forgotten guild, a lost heir, and an undergoing conspiracy. Unfold Neverwinter’s dark past in this urban-intrigue D&D 5th edition adventure. The characters are called to guard a mysterious package that arrives the city at night. A well-planned robbery and the fact that this package was ordered by Lord Dagult Neverember himself alerts them that, this is not going to be an ordinary task!
Just in time for All Hallows Eve, The Charred Rose is an adventure of Gothic horror set in the realm of Sithicus in the Ravenloft D&D setting. The adventure is suitable for 3-4 PCs of 4th level and should last 4-6 hours. Lord Daralion of Maldev’s bard is required for the upcoming Rose Festival but he has not returned from his mother’s funeral in the nearby village of Kardan. Lord Daralion looks for the PCs to visit the village and ensure the bard’s safe and quick return. But more than one monster lies hidden and awaiting the searchers in the depths of the woods of Sithicus. Includes the following: • Three new monsters: Glaistig (including possessed and normal stat block of possessed NPC), Forest Worm, and Kender Vampire • A new magic item, the Sword of the White Rose • Player Handout: Permission for Leave
Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world.
It’s not every night that a would-be king crashes into your camp! Elven Prince Orestes, soon to be King Orestes, begs your aid and protection to escort him to the Temple of the Sun. Furies stalk his path at every turn, and delay him from completing the rites of mourning necessary for coronation. In a world of magic and myth, whose laws reign supreme?
A strange journey through a living cavern. A request for help to rescue a mining crew leads a group of adventurers into a cave that has seemingly come to life, gripped by a melancholy wave of sadness and memory. In dark caverns where mushrooms walk, vines dance, walls watch, and stones speak, will your band of adventurers become heroes? Or will they be lost within the Mines of Memory? Mines of Memory is a short, 2-3 hour adventure for characters of levels 1-3. It is a delve into a cavern system that has become a Psychic Resonance environment, awakening the caves themselves. PCs will enter to rescue the miners, find the source of the mine’s awakening, and bring peace to a noble creature trapped in its own nightmare.
Invasion from the Planet of Tarrasques is a single-session, over-the-top, gonzo action adventure meant for four to six level 20 characters. The adventure serves as a capstone for Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage, but can be modified for any setting. What’s more fun than one tarrasque? How about multiple tarrasques stomping across Waterdeep? How about a whole planet full of tarrasques ready to rumble? If that sounds exciting, then Invasion from the Planet of Tarrasques is for you. Halaster Blackcloak died... but then he came back... with reinforcements...
As the party faces an ancient foe who has never been defeated, their hunt threatens to unleash the buried ghosts of a forgotten feud between two of Waterdeep's powerful merchant houses. The third adventure in the Vampires of Waterdeep Campaign Arc. Pgs 70-93
Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard’s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61