"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, 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 NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.
Monster hunting is a noble profession for only the bravest adventurers. But when a monster queen hires the party to reunite her family and restore her honor, the traditional methods of death and dismemberment are no longer on the table. Melusine is missing her children and the party must recover them all alive.
Undermountain: The Caverns of the Many-Legged is an adventure detailing a hidden mini-level for Dungeon of the Mad Mage for characters of levels 12-13. It uses some of the story and lore of that book, but it can be incorporated or dropped into any setting or homebrew campaign. In a hidden part of Undermountain, former slaves feed their fat, monstrous queen who is fixated on revenge. A broken drow house has finally found a place to call home – only to become abominations. And a massive beast slithers, hunting for anything to satiate its hunger and quell its madness. Welcome to the Caverns of the Many-Legged. Which side, if any, will adventurers choose as they explore this hidden mini-level for Dungeon of the Mad Mage? In this adventure, you will find: a mini-level that can be easily incorporated into Dungeon of the Mad Mage a vivid cast of unique monsters and NPCs, including chitine warriors, a choldrith queen, a spellcasting draegloth, a mad yuan-ti anathema, and others (stat blocks provided for all creatures not in the Monster Manual) locations that could be used or adapted elsewhere, such as a chitine colony and a drider-controlled drow fortress a combination of roleplay, exploration, and combat encounters
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!
A gang of ogres is raiding a farming community, stealing crops and livestock, and advancing closer and closer to the town, and the townsfolk need your help!
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
Yegor Bonecruncher is the most ferocious hill giant in the land. When he begins terrorising the small village of Frickley, the inhabitants have only one hope - the legendary warrior, Jahia Giantslayer. The PCs undertake a dangerous trek through the High Forest to find her, battling wild fey magic all the way. But can Jahia live up to her own legend?
Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…
Goblins of the Malauth tribe have occupied a dwarven crypt in the Nether Mountains. When a dwarf from the hamlet of Hilltop goes missing, his brother enlists adventurers in Rauvin Vale to head up to the tomb and discover what happened to him. An introductory adventure for 1st level characters.
Children and a cleric have been kidnapped from a small coastal town by undead creatures who crawled out of the sea. Defend the Captain's Folly Tavern, investigate the mystery, swim through underwater caverns, and fight the monstrous denizens of the deep in order to save the kidnapped civilians! This adventure includes: 4 New Monsters, 4 New Magic Items, A Seafaring Skill Challenge, & Complications for an Underwater Chase Encounter!
Are there actually vampires in Undermountain? The Baron of Blood demands that you find out! Part Two of the Vampire Hunt trilogy.
Burial in Baldur's Gate 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 or as a standalone module. A simple errand to help a friend reveals a mystery that will lead the characters to a grisly charnel house and the cults of the Dead Three. This is why you never do anybody a favor in Baldur's Gate. The adventure has everything you need to start a new campaign in Baldur's Gate, including: - a new adventure hook for Descent into Avernus - two short introductory dungeon crawls in the Lower City - notes for transitioning into Descent into Avernus - new motivations for characters to continue on to Avernus - four creature and NPC stat blocks, including the carrion crawler larva - a map pack with two maps by Dyson Logos Burial in Baldur's Gate also includes suggestions for combining this adventure with Escape from Elturel if you want to run a mixed party of characters from Baldur's Gate and Elturel.
This module is the first of a series of High Forest adventures. It includes a description of the village of Merric, including detailed NPC's. Merric has always been at risk of raids by the local Gnolls, but now word has come that the Orcs of the Greypeak mountains are massing to invade High Forest. The elders of Merric have decided to hire and groom an adventuring group to ensure they have a balancing force against the invasion. Soon it becomes clear that there is something far more dangerous than Orcs threatening High Forest and if the children of Merric will ever be safe again, someone needs to stand between them and the evils that lurk in the dark.
Missing relics and a mysterious well. These are the things that have drawn your party to this idyllic region of the land. Why would someone take sacred objects, what do they have to do with each other…and why does the trail lead to a well in the middle of a lake?
When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.
An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.
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
People have been going missing in Oreskos. Merchants never finish their rounds, and leonin disappear during their hunts. At the center of this conspiracy sits a lone tower, and on its throne a vicious lamia seeking to claim the grasslands as her kingdom. The Oreskan Lamia is a 3rd level Greek mythology inspired 5e adventure, for use with the Mythic Odysseys of Theros setting book.
The Stranger Stone, a rock that is to be used in a ritual to save the town of Berribury, has been stolen. The characters must track down the thieves and retrieve the Stone. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3