This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.
Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and crude decadence, he hosts a tournament ostensibly meant to foster friendship and peace, but fraught with dangers all its own. Is the King of Pitax’s good will sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an opponent who commands not only a nation, but allies from a deadly other realm?
Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.
Part megadungeon, part underground expedition, Operation Unfathomable serves as both a one-shot adventure and a campaign framework. PCs are (optionally) drafted at swordpoint to recover the Nul Rod, a priceless artifact that was recently lost in a local prince's foolhardy attempt to destroy the Chaos Gods of the Underworld. The PCs have been drafted as an expendable set of pawns to venture into the vast and bewildering Underworld and retrieve the Nul Rod. With the Underworld's innumerable beasties being on high alert after the prince's expedition, the PCs must sneak through the incredibly dangerous Underworld. Fighting is not as important as stealth, fast-talking, and running away rapidly. This is the expansion from Sholtis's original Operation Unfathomable, released in Knockspell #5 (2011).
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.
An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188
The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.
"In rural Dalaston, a quiet wedding festival is ruined when a rampaging dragon descends from its mountain aerie to rain fire and destruction on the peaceful celebration. In desperation, the town’s leader turns to a mysterious stranger who promises protection from the dragon—in exchange for a few sacrifices. Now the children of Dalaston rise from the dead as ghastly abominations to enforce martial law and kidnap people for their mysterious master... including the blushing bride herself. With time quickly slipping away, can the PCs break the undead curse on the town and stop the dragon from destroying what remains? Blood of Dragonscar is a dragon-slaying city adventure for 15th level characters, compatible with the 3.5 edition of the world’s most popular roleplaying game. Within you’ll find information on the mining and brewing town of Dalaston, new monsters, a draconic lair deep inside an active volcano, and the fire-breathing dragon itself. This adventure takes place in the decadent nation of Taldor in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world."
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.
Darkness looms near Winterhaven! Kobold brigands have grown ever bolder in their attacks, marauding the once peaceful town, and a known explorer has been missing ever since their departure to the excavation site of a dragon burial site. When the party investigates, they will discover that the kobold's leader, Irontooth, bears a tattoo of a ram-headed demon. This is a troubling portent, for the townsfolk will report that this can only mean the dread god Orcus, master of death, has an active cult in that ruined keep! It is up to the party to enter the Keep on the Shadowfell and put a stop to the cult's fell machinations before it threatens all the realm. There they will fight the evil priest Kalarel, Scion of Orcus and seal off the vile portal to the dark realms he is master of. Should the heroes seize victory, glory and treasure are sure to be theirs. But first they must endure the challenges of that dreaded KEEP ON THE SHADOWFELL!
A Welcome Scourge is a murder investigation for a party of 8th level characters. It takes place in an outpost town called Newfort, but you can easily adapt the adventure to your own setting. "There have been several high-profile vampire murders in Newfort, but the locals seem to be fine with them - probably because all of the victims have been infamous and despicable. It is up to your heroes to glean clues from around town, track down the vile creature, reveal a foul conspiracy, and beat out competitors hunting for the same bounty."
Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press
Hail, heroes of Tyr! Bravely you have served your adopted city since the day of King Kalak's fall. As slaves and rebels you rose from Kalak's slave pits to claim your freedom from his ancient tyranny. Now that freedom is being threatened once again by an insidious new enemy, one who controls the use of psionics throughout the dying world of Athas! The Dragon's Crown adventure is the exciting climax of the Freedom module series in one final journey of epic proportions, the player characters must defend everything they have worked so hard to build. Seven adventures connected by one great plot take the PC's from the volcanic islands of the Sea of Silt to an ancient wonder hidden in the forests of the Dragon Crown Mountains. The grandest and most ambitious adventure of the Dark Sun game world, Dragon's Crown will provide many hours of exciting play! The previous flip-book modules (Freedom, Road to Urik, Arcane Shadows and Asticlian Gambit), are helpful, but they are not necessary to enjoy Dragon's Crown Dragon's Crown, the first epic adventure for the DARK SUN™ world, takes players to the four corners of Athas, a world without...psionics? Someone, or something, in Athas has seized control of psionics. The magical powers of the sorcerer-kings, the avangion Korgunard, and the Dragon are ebbing rapidly. A tide of evil is blanketing the land and it must be stopped! But first, players must learn the secrets of the Order. This "super module" can be played as one big adventure or as separate scenarios. Contains: Out of the Valley adventure The Road of Fire adventure Dragon's Crown Mountains adventure TSR 2416
The Lonely Coast’s most remote village, Oakhurst broods under the dark boughs of the Tangled Woods. Rumours of incest, murder and vile rites during the black of night surround its insular citizens. It is a place most wise people avoid as the very air seems inhospitable to strangers. Yet in the rumours is a grain of truth, for something dark does indeed stir in the shadow haunted trees and hunched homes of Oakhurst. An ancient evil, hungry with the thirst for blood, awakens from its eons long sleep. As disappearances mount and the Lonely Coast can no longer turn a blind eye to the blight that is Oakhurst, heroes are called upon to investigate the foul rumours and mysteries that plague the village. As the search for the truth intensifies, they may find themselves the next victims of a rising, bloodthirsty evil. Can they survive Against the Cult of the Bat God? Although designed for The Lonely Coast, a free mini-campaign setting available from Raging Swan Press, Against the Cult of the Bat God is simple to insert into almost any GM's home campaign.
The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!
After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes". But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else! Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans! Part 3 of the We Be Goblins series.
An immense urban sandbox and eastern fantasy noir mega adventure for D&D 5E that takes 4–6 characters from 3rd through 12th level! An enmity between the Gekido, Hakaisuru, Kirai, and Namida clans has persisted for ages, the wounds from the Battle of Broken Spears torn open every few years by border skirmishes and trade disputes. Seeking to win the minds of the people by a grand gesture during these dark times, Emperor Hitoshi Masuto has arranged an alliance between the quarreling noble families—20 brides and grooms have been chosen to wed in celebration of the 10th anniversary of the decisive final battle in the rebellion against more than a century of foreign occupation. Imperial Matchmaker Weddings Decree Whether the adventurers seek honor and glory by protecting these fiancees or choose to line their pockets by ensuring the unions never come to pass, opportunity knocks at their door as the bengoshi of several clans sift through the mercenaries and spellswords that walk the streets of Sanbaoshi. To rise above the chaff in the capital of the Imperial Prefecture the PCs must be willing to do whatever is necessary to achieve their goals and survive among their cutthroat competition, the corrupting Mists of Akuma, and any designs of the monstrous forces keen to strike a foothold anew in Soburin. What's to be found in Imperial Matchmaker? Statistics for over 120 monsters and NPCs! No matter where the party goes or who they interact with GMs will quickly be able to provide skill bonuses, hit points, and everything else they might need to populate the world, creating a dynamic and seamless environment around the adventurers. Over 40 maps including an insane 2-page isometric illustration of Sanbaosh by Indi Martin! The urban sandbox where most of the mega adventure takes place has a staggering amount of cartography to make certain GMs are never hard-pressed when figures are needed. 147 pages of material focused on the capital of the Imperial Prefecture! With NPCs and maps galore the detail poured into Sanbaoshi make its chapter a book unto itself, making this an outstanding addition to any GM's collection (whether running the mega adventure or not). New magic items including the sheathe ring and black glass dagger, as well as innovative rules for Absentee & Memorial cards! New character options! Put your allies (or pet) into a frenzy with the College of the Maddening Flute, use a deadly bladed brush to turn painting into reality as a Genjitsugaka fighter, look upon the Kami when making a pact to gain a spiritual companion, or become a warlock of Ancestors to pierce through the veil of time. A unique adventure unlike any you've played before! There are 10 high profile matrimonies set to take place in this gigantic module but so very much more awaiting the PCs as they walk the streets of Sanbaoshi: specialized sidequests for the Mists of Akuma Iconics, unexpected trials like Nobukai Bamboo Grove, and virtually endless intrigues amongst the gangs, criminal organizations, noble clans, and other folk that make their homes in the capital of the Imperial Prefecture.
It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039