This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.
Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)
We’re a rumor, recognizable only as déjà vu, and dismissed just as quickly. We don’t exist. We were never even born. Anonymity is our name. Silence, our native tongue. We are no longer part of the system. We are above the system. Over it. Beyond it. We’re “them.” We’re “they.” We are the Elves in Pink. The EiP headquarters has been compromised. Can your intrepid band of adventurers determine what happened and take back the facility before it's too late? A 6-10 hour adventure for 11th-14th level characters
An unusual pirate outpost on a small island is causing big trouble for the residents of coastal towns in more ways than one. A Minotaur clan have recruited outlaws and formed an alliance with Sahuagin in order to establish a pirate outpost on a formerly abandoned island and have begun raiding up and down the coast...
Are long journeys through Wildspace getting you down? Too much time on your hands? Sick of catching the same old Scavvers? Why not pay a visit to Starfish Bay! Break out one of the five new lures and see what bites! With 25 new fish to catch you'll be busy for weeks! But watch out, not all of them are so easy to hold onto! This small sidequest has 8 new monster stat blocks along with 1 encounter with some 'hungry' Hadozee!
Elanil Elassidil’s successful recovery brings dire news, and only enough to raise the fears of all. On the urgent request of the factions, a covert raid party must be sent in to secure as much knowledge as possible, and destroy whatever schemes lie below. This is a Tier 3 (APL 13) Adventurer's League legal adventure set in a small town near Yulash. This module first premiered at TotalCon 2017. Contents include: • PDF of the adventure • Fantasy Grounds module • PDF of the Adventurer's League certificate
The village of Farleigh's Well is the target of a vindicative fey noble. The villagers have been seen parading through the Misty Forest, leaving their crops to rot in the field. The characters must contend with powerful fey creatures on their home plane in this action-packed adventure. What's Inside: A highly adaptable single session adventure. Two original NPCs with full stat blocks. Two original magic items. Detailed combat tactics and roleplaying hints for novice and experienced DMs alike. Two brilliant maps to help you bring the adventure to life. Choose from either the Full version with art and page design or the Lite version for easy printing.
The quest: find a woman's son who has been missing for 10 years. She's only just received a map that may lead to his last known whereabouts. An adventure for characters that features battles, environmental hazards, and roleplaying. The 38-page PDF includes hand-drawn maps, art, stat blocks, and a battle stat tracker. The overall adventure is 15 pages. This adventure has even been test played by four DM's from around the world.
Save the village of Millvein! Prevent a war with the drow! In this 3-4 hour adventure for 4-5 characters of 2nd level, travel to a small chitine lair to prevent them from destroying the small village of Millvein and inciting a war between the surface and the drow. Includes: A 3-4 hour adventure for 2nd level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. See where the adventure began in Into the Underdark - Part 1 A Family Affair The adventure continues in Into the Underdark - Part 3 They Call It A Mine
Twilight at Eventide is a 32-page collection of three short adventures designed for characters of level 1-3. In the village of Eventide, the walls separating the settlement from the Feywild are weak. And strange creatures stalk the surrounding forests. Dark forms worship their demigod in hidden caves. A darkling elder has returned to take what was promised to him. And people enter the woods never to return. The village is in need of heroes. Will you answer the call? In this product, you will find: a description and map of the village of Eventide a vivid cast of characters in the village a variety of detailed location maps, including an old mine, an abandoned farmhouse, a decrepit tower, and a ruin adventures that feature xvarts, darklings, dryads, and hags a combination of roleplay, exploration, and combat encounters
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.
The heroes hurry to reclaim a treasured item that an evil hag has hidden away. The item they seek is well guarded by dangerous foes bent on destroying any that dare enter their domain. Estimated play time - 1 hour. This product contains two combat encounters designed for 4th level PCs, an extensive backstory, new monsters and new magic items. The encounters are easily adapted to almost any campaign setting. The text also includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the second of a three-part "Fey's Bargain" encounter series.
nside this full-color, 132-page anthology you’ll find five best-selling Adventurer’s League quests for level 1-10 characters. Inside are over 20 illustrations, including a half-dozen full-page pieces by the esteemed Andrea Alemanno. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): The Cornflower Hive (SFBAY-04-01): What links an infamous Zhentarim mercenary with a brilliant but tormented artificer? To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? The White Well (PDXAGE-01-01): The Gommurg Clan of hill dwarves rarely deal with outsiders. The dwarf clan’s isolation has gifted them with great skill and wealth. Unfortunately, their pride has made them vulnerable to an ancient power confined centuries ago. An exile has magically foretold the clan’s destruction. This diviner is the only one who knows how to stop the evil threatening the Gommurg. Tier 2 (Level 5-10): The Barrows of Solina (STORM-01): Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. The Dark Hunt (PDXAGE-02-01): The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land. Under Earth & Stone (SFBAY-04-02): A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.
The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)
There are many legends of the Vengeful Tempest and its supernatural crew. Few have seen that pirate ship and lived to tell the tale, and fewer still dare to seek it out. To hunt down that fabled vessel, you must lead a group of makeshift mariners and set sail upon the Kraken's Wake.
Cruel Summer expands on the summer arc of Waterdeep: Dragon Heist, adding two new factions, several colorful new NPCs and four new mapped locations. After the Cassalanter's Founders' Day celebration ends in death and destruction, their twin children are found to be missing. Waterdeep is in an uproar, the Cassalanters aren't talking and it falls to the party to solve the mystery of the childrens disappearance. Could it be connected to the sinister new faction taking root in the city? Who is the stranger whose corpse was left behind in the twins' bedroom? Is there a link to the surprisingly vicious Noble Council of Soapmakers? With this supplement, the PCs will have a chance to save the Cassalanter children from the terrible fate outlined in Dragon Heist, avoiding the "Trolley Dilemma" situation some players might not enjoy. It also incorporates elements of the Spring, Fall and Winter arcs, allowing the players to rub shoulders with Jarlaxle, Manshoon and the Xanathar.
An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
The Dysmal Swamp is a coastal wetland that stretches over 100 square miles. Devoid of any urbanization, the ecosystem enjoyed its dank sanctuary. A community of bullywugs called the swamp home for generations, hunting and maintaining the balance of the land. The land also appealed to the Belange Company, a wicked fey-run enterprise making cheap magic items, who needed a secluded location far from both thieves and oversight. When the Belange Company established their magical workshop in the swamp, the bullywugs attempted to drive them off. However, the Belange Company’s supply of magical items provided enough firepower to protect their endeavor, and many bullywugs fell in the initial conflicts. The Belange Company began crafting scores of magical items to be sold across the region, using a cheap alchemical process that produced a nasty liquid byproduct glowing with chaotic magical energies. Rather than devise a new process, the Director decided to discharge the waste into the swamp. As production increased, so did the pollution, and the sludge began to warp the wetland. The region’s typically reclusive bungisngis population became aggressive. It is only a matter of time before these mutated swamp giants lay waste to bullywugs.
In the beginning, a pair of sphinxes — one male and one female — guarded a desert temple in relative peace. They watched over a vault that held a magical ring that could change the world. The androsphinx — Bazymoros — succumbed to corruption; he denounced the trickster god who created him. Bazymoros forged a pact with the demon god, Baphomet, becoming violent and sought to claim the item in the name of his patron. In an effort to save the world, the gynosphinx Asmuzi defeated him. She locked Bazymoros away, never again to see the light of day. The androsphinx remained as an example of what not to become. It has been so long since this battle that much of the knowledge of Bazymoros has disappeared from the collective memory of the races that inhabit the world. All that remains is the knowledge of the dangerous gynosphinx made from the flesh of human and creature. . . and the treasure she keeps.
Do you want your players to feel like they are in a zombie movie, struggling against a deadly horde that tries to surround them, overpower them, and bear them down to the ground to be devoured? This is an adventure that can threaten even the stoutest of characters, and is not recommended for parties of levels 12 or below unless they are larger than normal. This module is designed to take 4-8 hours of play and cover a single day, depending on the party’s speed of play and how thoroughly they decide to explore. It includes suggestions and some plot hooks that can be used to tie this easily into a variety of long-running campaigns, or it can be run as an indepdent adventure. The players will come upon a sacked town, figure out what happened, track an item whose theft has ominious implications for the region, and explore a partly-flooded old temple to end the threat. It's primarily combat-focused, but there are a few areas where exploration and route choice makes a difference, as well as traps if the party goes for the optional temple treasury. The antagonists in this module are mostly ghasts and ghouls, but the module title and cover page are deliberately selected to not spoil this. These are greater ghouls and ghasts that can challenge higher-level characters, backed up by mobs of lesser ghouls that can surround, paralyze, and devour the weak and unlucky, led by a Warlord whose aura can drive even the stout-hearted into forgetting their plans in a moment of madness.