Attack the Shop! is a Dungeons and Dragons adventure optimized for four to five player characters. The adventure is designed to play in one session of approximately four to five hours. Five premade fourth level characters are included to facilitate getting into the action quickly. The adventure takes place in the city of Scornubel in the Forgotten Realms but can be placed in any city without trouble. The characters are mercenaries hired to take an overnight job that pays very well. The instructions from the employer, Malikhar, are simple. Keep the cargo safe in his shop for the night and get paid handsomely.
A mysterious and ancient iron tower has been discovered in the fabled Lost Peaks - and our heroes are sent to investigate. What follows is a mind-blowing adventure of exotic creatures, alien technology and a shocking revelation that will change how they view the world forever. Expedition to the Lost Peaks is a 6-8 hour adventure for characters of 5th-7th level. And features some Sci-fi themes and items that may not fit into every game.
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
Weave of the Dread Mythal is a 1st-6th level Dungeons and Dragons 5e campaign that takes players on a journey of peril and intrigue across the Evermoor. Part story driven campaign, part sandbox, this adventure will give you tools to make the Evermoors come to life and a brutal and unique campaign to run within it. Your players will face the ire of hostile factions and their conflicting desires, the excitement and danger of ancient Netherese ruins and artifacts, and inevitably, the undead army of the Weaver, a wicked necromancer obsessed with becoming the new demi-god of undeath. This campaign also includes separate, full-size battlemaps that are made for use with Roll20 and other VTTs.
Stars Over Stormwreck is a short adventure for four to five characters with an Average Character Level of 4. This product is designed to act as a bridge adventure between the Dungeons & Dragons Starter Set adventure Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space adventure Light of Xaryxis. Dragons of Stormwreck Isle takes characters from 1st level to 4th level, while Light of Xaryxis begins at 5th level. During Stars Over Stormwreck, the characters travel from Stormwreck Isle to the city of Luskan, with the challenges of that journey taking them from 4th to 5th level and preparing them to enter the adventure in Light of Xaryxis. This adventure assumes you already own both the D&D Starter Set: Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space boxed set. About the Adventure As a new group of heroes engages with the challenges and revelations of Dragons of Stormwreck Isle, the discovery of a mysterious relic from another world suggests that even greater adventures lie ahead. After their Stormwreck trials are done, the characters take sea passage to Luskan on the trade ship the Western Wind, hoping to learn more about the mysterious egg that’s come into their possession. The trip will not be easy, though, as an attack by sea-elf cultists, the threat of mutiny, and the escape of dangerous creatures from the ship’s hold all threaten to cut short the party’s journey. And all the while, strange storms of shooting stars appear across the night sky like some sort of prophecy—but of coming glory, or of imminent destruction? Stat blocks are included, as well as an Astral Sea Encounter Generator Appendix and a Wildspace Generator Appendix, supplying you with new DM tools for your Spelljammer campaigns.
Refugees in Mulmaster have had a fairly tough time, and that was before the disappearances. The few that return have been changed, refusing to believe that they were even missing. You have been asked by Mulmaster’s nobility to find the source of the disappearances and put an end to them. This adventure premiered at AMERICA's Cup 2018 in New Zealand.
The Puzzling Tiemple of Flummox Heist is a linear dungeon crawl utilizing word puzzles and riddles written in the English language. Challenge your players and their characters with a brainteasing mix of puzzles, combat, and roleplay in this one-shot adventure for characters of 3rd, 4th, 5th, or 6th level which will delight fans of escape rooms and solve-at-home mystery adventures. Characters travel through a mysterious underground temple packed with nine carefully-crafted original puzzles, each one presented as a beautifully illustrated graphic and all woven carefully into the narrative. By doing so they unknowingly prepare themselves for ritual sacrifice by Flummox Heist, a trickster cleric who lurks at the heart of the temple. This unique adventure also features two exciting combat encounters - each with a story-relevant twist to standard monster mechanics - and a set of interesting and original NPCs to create an immersive story for you and your players. The unique puzzles are all designed to be short, self-contained, and satisfying to solve. There's no need for trial-and-error, no grinding through fiddly codebreaking, and no need to pause your game to look up information. Instead, each puzzle is crafted as a complete short challenge with that rewarding ah-ha! moment when the solution clicks. If the characters need a nudge in the right direction, the adventure includes a full Hints Appendix with a series of escalating clues so you can help them without giving away the solution. Of course, full answers are also provided in a Solutions Appendix. Perhaps you're looking for satisfying puzzles to add to your own adventures and campaign? Although this product is a complete one-shot adventure, each of the rooms can also be used independently, allowing you to use this product as a source of puzzles, enigmas, and conundrums which you can easily drop into your own game. Treat your puzzle-loving players and their characters to an amazing crossover of D&D 5E and escape-room-quality conundrums with The Puzzling Temple of Flummox Heist.
Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?
Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving of many of its heroes. Now, a new menace has moved in beneath the shadow of Kelvin’s Cairn and threatens devastation to the townsfolk of Termalaine. The adventurers are visiting the frozen region of Ten Towns when they see smoke rising from the town of Termalaine. Upon entering the town they find unimaginable destruction and many casualties. A Frost Giant, named Hrimnar has moved into the old Verbeeg Lair at the foot of Kelvin’s Cairn. He has demanded tribute from the poor peoples of Termalaine and let them know what happens if they do not pay him adequately. The quest to save a town from a tyrannical, giant overlord may spell the doom of the adventures as they face off against Hrimnar’s minions and even worse, his pet dragon, Ormrfrost.
The town of Canticle Bay has long been dependent on ocean fishing for its economy, and as demand has grown, the town has increased its efforts to supply the inland cities with the best seafood. Recently, however, the men who go out on the boats haven’t been coming back. A newly formed group of adventurers have been sent by the guild to investigate the missing men. Where are they? Those that are still alive can be found in the watery depths amongst the Sirens sworn to protect the ocean. Faced with the truth, whose side will the party take?
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
Levitt Ansell, a local human celebrity and philanthropist in the town of Askert, wants to recruit a party of adventurers to help him on a mission, so he has put out flyers around the town telling candidates to come to his house on this date, and has arranged a kind of obstacle course in his garden to test their mettle. Contestant teams are invited to enter a pavilion and collect as many eggs as they can. Some need physical skill, others need puzzle-solving, others a little luck, and just a few need combat. Originally designed as a short introductory adventure for a campaign to bring 1st-level characters together.
You hear rumours of an unclaimed wizard's tower, a worthy prize for any practitioner of the arcane arts! Do you have what it takes to face its challenges and claim it as your own? This is a one-to-one adventure designed for one player of the wizard class and one DM.
For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.
Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.
𝐏𝐚𝐫𝐭 𝟒 of the Tower of Bondage “The Middle Tower” introduces Olive Slime and Slime Creatures from notable 1e AD&D fame as well as another of Aumvor’s tortured servants. In this adventure you will go deeper into the tower and find: ● 26 encounters ● More enslaved wraiths ● More traps ● More slime ● More phylacteries ● More danger Discover the Undying One’s library and find tools needed to defeat him, if your players are to escape the tower alive. This release also includes a side view of the tower to better understand the layout of the dungeons. 𝐀𝐥𝐬𝐨, 𝐟𝐨𝐫 𝐭𝐡𝐨𝐬𝐞 𝐰𝐡𝐨 𝐮𝐬𝐞 𝐑𝐨𝐥𝐥𝟐𝟎, 𝐜𝐨𝐦𝐢𝐧𝐠 𝐬𝐨𝐨𝐧: Roll20 Map Pack for Roll20, featuring plain maps for players, without the secret doors and other goodies marked. Coming very SOON. Look for it on DM’s Guild.
A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
City of the Dead A 4th Level adventure for 4-6 players A strange thief wandered into Waterdeep and stole from the wrong person. Now, he has died of “natural causes” on his visit to the City of Splendors. Having no known friends or relatives, he was hastily buried, along with his possessions, at Waterdeep’s Cemetery (The City of the Dead) in The Road’s End Tomb. While the PCs are dining in the taproom at The Dripping Dagger Inn, they are approached by a stranger who claims that the unknown man had stolen a necklace from his employer, and he needs the adventures to reclaim it. Unfortunately, the thief’s fresh corpse has been pilfered by a dire evil with unknown motives. What starts off as a simple recovery mission, turns into a fight for survival in the City of the Dead. The Adventurers must solve the mystery and destroy the evil that lurks beneath the cemetery, if they are to succeed in their quest and escape with their lives!
After crash-landing onto the Material Plane, a strange, otherworldly ship brings with it an unexpected wave of piracy, hideous creatures from the bottom of the Trackless Sea, and a notorious foe who has been awakened from the deep, intent on destroying the world as you know it. The adventurers must set sail along the Sword Coast, fending off the pirate attacks while putting together the fractured puzzle that will reveal the true villain.