With a bit of experience under your belts, you roll into the small town of Windomere with the hopes of catching a ferry to the larger community of Sepopolis. Your initial greeting lacked a warm glow and you quickly discover why. Apparently a river pirate with the moniker of ‘Slippery Peat’ and his cronies have been causing quite a stir in the area. You have a bit of a layover…ready to do the region a favor?
A Scarred Lands Adventure. Maghiel has learned the location of the staff of Zuvys and has devised a way to use its power to aid her in summoning some strange fiends known as the “Mouths of Vangal”. What purpose she has in mind, what part this plays in her plan, only she can say. She has sent her henchman, a twisted wizard named Anuzor Okalis, to fetch the staff of Zuvys by whatever means necessary. Anuzor has used his magic to charm, disable, or destroy the Order of Silver guardians, and has penetrated the inner sanctum of the shrine. A Vengeance of the Shunned Side Quest The Staff and the Secret Shrine is a side quest that can be played standalone or used with the Vengeance of the Shunned campaign. Over 20 community content creators have banded together to bring a full-length campaign to the Slarecian Vault! Vengeance of the Shunned takes your adventurers across Ghelspad on a quest to end the greatest threat to the world since the Titanswar! This campaign offers adventures from levels 1-15, and will be releasing new content weekly ALL SUMMER LONG! Vengeance of the Shunned continues with A Titanic Feast by Jeremy Hochhalter! Published by Onyx Path Publishing
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.
Lowharbor’s residents vanish when they die. A cloud of sour black smoke chokes their corpses and, when it clears, all that remains is a dusting of salt. Something or someone is stealing bodies through magic ritual, and the townsfolk won't stand for it! Send your party into the dank sewers below their feet to root out the necromancer's den of swirling filth! Why should you get this module? Skulking horrors and excitable clerics! Seven brand new monsters, including a low level mythic statblock! New disease rules! A mysterious threat! Six hours of play! Lavish presentation! A fantastic adventure for 5th-level players! Dead Ends is best for 5th-level players. It might be a little tough, but still winnable, for 4th-level, and should be fine for anything up to 8th-level.
The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.
Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world. Revenge of the Giants is a super-length adventure that takes characters from 12th level to 17th level. It includes background material, adventure hooks, new monsters and magic items, and a powerful, unfolding story that shows off the best of the paragon tier of play. It also includes a double-sided battle map depicting key encounter sites, designed for use with D&D Miniatures.
Trouble Cubed is a is a pseudo-adventure with three interesting gelatinous cube encounters. These three encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL5 to 7. The encounters vary the cube's encounter situation significantly, and the tactics needed to deal with them, such as by trapping a character with a portcullis between a cube and a pit trap, placing a cube half down a pit trap, and having the cube accidentally ingest a beneficial potion (such as spider climb). Pgs. 29-30
The Premature Burial is the first in a series of four interconnected stories that recall the themes and atmosphere of Edgar Allan Poe's Tales of Terror. Baldur's Gate, year 1492 DR, a dark and terrifying sect works secretly in the slums with the aim of punishing all those who have long oppressed, marginalized and killed the city's poorest and weakest citizens. The patriars, unaware of anything, are the cult's main targets, and a magical plague is about to fall on them that can cause a veritable slaughter. The characters will find themselves caught up in these dangerous events and will be drawn into a spiral of horror, blood and madness that will strain their bodies and souls. The Prior who leads the mysterious cult has "a special plan" in mind for them and will do anything to achieve his goal. Players will be forced more than once to question their morals and make difficult choices in a scenario of complex social conflicts, personal revenge stories and tremendous machinations. What repercussions would the cult's plan have if it were carried out? And what would happen instead if it were averted and the patriars continued to run the city as they always have? Shadows as black as night once again loom over Baldur's Gate, and this time they may change its face forever. - Adventure: story lasting 4 to 8 hours for characters ranging in level from 4 to 6 - Setting: adventure set in the famous city of Baldur's Gate but easily adaptable to any setting - Narrative: detailed descriptions and an emphasis on story immersiveness - Roleplay: in-depth characterization of NPCs with biographies, descriptions of their personalities and their physical appearance - Bestiary: 3 new customizable opponents with the mechanics "Affixes," which can add an extra degree of complexity to confrontations, and " Weak spots," which grant a strategic advantage to characters who manage to discover them - Magic: obscure and unknown spells used by cultists to carry out their plans - Layout: designed to make it easier for DMs to browse information, featuring special attention to color coding and visual immediacy of text boxes - Maps: 3 maps available in high resolution, VTT and printer-friendly versions - PDF: available in high-quality, interactive, printer-friendly print versions - Playlist: a collection of songs selected by the authors to create the right atmosphere during game sessions
The Pathfinders descend deeper into the ruins of Bonekeep, a centuries-old siege fortress. The deeper dungeons hold even deadlier threats, yet even they cannot compare to the terrible revelations of the tower's true purpose.
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
Near the jungles of Chult, beneath the waves of Refuge Bay, lies a ruined city. Evil hags and their minions make their home among the ancient relics. Even deeper down, at the bottom of an old undersea lake, an otherworldly monstrosity guards its eclectic hoard of oddities. What does it know about the Soulmonger? An adventure for characters between levels 4-6 Requires the Tomb of Annihilation adventure This 44 page adventure adds Ishau as a location to your Tomb of Annihilation campaign. It describes the city's history and current inhabitants, including maps, new monsters, and treasure. In an undersea temple, characters face off against a coven of sea hags. The sunken wreck of the Decapus is the lair of sea spawn pirates. And among the ruins lurk giant crabs, skeletal sharks, vegetan mummies, and other monstrosities. A second location, complete with keyed maps, is available to characters who wish to dig deeper: the underwater island-domain of a Morkoth, pulled into Chult by Acererak's magic. The Morkoth's home is in disarray. Trophies it collected from across the multiverse are now running wild and its treasures are being looted by marauders from Ishau. If the characters help, it may share its secrets with them.
5e Solo Gamebooks presents Citadel of the Raven, the third in our series of solo adventures. Citadel of the Raven is the sequel to Tyrant of Zhentil Keep, but is also playable as a standalone solo adventure. The first solo adventure in this series is titled The Death Knight’s Squire. At 589 entries, you can expect a lot of variety from this solo quest. There are several main paths your character could take, and numerous encounters and options on those paths (including short sub-threads designed for specific classes), making the number of possible adventures practically endless. Add to that the characteristics of your class, and the numerous variegated combat encounters, and it’s safe to say that no two run-throughs of Citadel of the Raven will be the same.
Desperately needed supplies have failed to arrive at the suffering frontier settlement of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll of Stonebottom bridge. The townsfolk are in desperate need of heroes to reclaim their supplies or the town won't survive the encroaching winter! A 2-4 hour adventure for four to six players of 1st or 2nd level characters
Tyrrattizi's Prison is a D&D 5e adventure, written for a party of 2nd-level characters. A recently unearthed temple found in the swamp has attracted the attention of a local Bullywug Shaman who seeks to free an evil trapped within. This adventure may be dropped in any campaign, or run as a one-shot.
When the Purple Planet began its slow decline, factions arose to vie for the final resources of the dying world. In the days of the Last Wars, the Ascendant Masters used their knowledge of cybernetics and genetic engineering to create increasingly powerful and grotesque biological weapons. One such weapon was Sotark the Destroyer of the long lost House Memniscene. Damaged and placed in a cryogenic regeneration capsule, Sotark has slept away the ages while the House above him eroded away under the weirdling sun. Over time, the capsule has failed, but still Sotark sleeps on, diminished, but not destroyed.
Stonehell Dungeon: Into the Heart of Hell is the long-awaited sequel to Stonehell Dungeon: Down Night-Haunted Halls. This book contains the final levels of the megadungeon, revealing its most terrifying secrets. It contains almost 600 dungeon rooms for the players to explore, more than 70 unique monsters to challenge them, and 13 new magical items to mystify them. Stonehell Dungeon is a classic-style megadungeon intended for use with the Labyrinth Lord™ role-playing game, but adaptable to early versions of the original fantasy role-playing game and its retro-clones. It gives the game master the necessary information to run the dungeon, while offering enormous opportunities to customize the site. Published by Three-Headed Monster Games.
Two Days to Live! Welcome to Om Amarna, and the annual Horse Festival. It is a time of celebration, drinking, haggling, and thanksgiving. Celebrate while you can, because soon the peace will be shattered. And in its wake will come danger, suspicion, and tragedy. In this first adventure in the cursed land of Tieros, beginning characters will be forced to work together in a race against time to find critical answers in a crowded, diverse, and paranoid city. Answers that will satisfy the Dark Guard and the Cult of Justice. Answers that will save their own necks from the gallows. The Sword of Justice introduces Tieros, a land cursed by the acts of an ancient hero, bound by common fate, and diverse in culture and belief. In this adventure characters will become familiar with an exotic new PC race, the dangers of practicing magic in Tieros, the fanatical Cult of Justice who worships Law itself, and the ubiquitous Dark Guard, the military power that protects and enforces peace. Will you survive your first adventure in Tieros, or will it claim your life? Published by MonkeyGod Enterprises
Mary Seagrain is looking for her daughter who went missing during the last big storm. She is distraught and losing hope
SB16 – Zagzon’s Vault has an upper level (16th) group of PCs discovering an old tomb being discovered by a group of Halfling children. The remains of an evil necromancer lies within but he’s not quite “dead” and neither are his followers that were also entombed with him. Traps, tricks, and hurt lie within this adventure and it is not for the faint of heart!
The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.