Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure
The Eye of the Storm is a tower storming adventure for parties of 3 to 7 adventurers from 8th to 12th level. It takes around 6 hours to play and is designed to fit into any campaign that needs a wizard in tower. In this adventure the party are tasked with stopping the storm obsessed wizard, Atonitus, from completing his ritual to become a living storm. Atonitus' ritual is causing dangerous elemental storms in the area surrounding his tower, causing death and destruction in nearby settlements. A pair of Cyclopes, Pameen and Mezrah, have been tricked into doing his bidding too. The siblings have been raiding passing caravans, local settlements, and travellers for all the metal they can carry. Featuring a maze of interconnected rooms, puzzles, a rather annoyed Yugoloth, and the new Ice Para-Elemental monster, this adventure is perfect if you want a dungeon crawl or something a little more social.
In a village shrouded in mystery, a tale unfolds that will linger in your memory. Cattle mutilations, sacred stone circles, and dark rituals intertwine as werewolves prowl through this gothic tragedy. Venture with us south of Neverwinter, to the village of Phandalin, for an adventure tailored for characters anywhere from levels 3 to 6. This one-shot episode is perfect for a group of friends seeking an immersive experience or as an intriguing addition to the "Phandelver and Below: The Shattered Obelisk" campaign. You can easily adapt this module to most any campaign setting. Featuring five maps crafted by the esteemed Tessa Presents Maps, this game includes a sprawling 120 x 120 premium battle map of Phandalin, maps for wilderness encounters, and custom tokens. Welcome to the party!
Beware the Druid's Curse... — Once a popular hunting lodge nestled in the Neverwinter Wood catering to avid hunters, Owlbear Lodge has been a forgotten location that Lord Neverember wants to reclaim. Its owners can’t be located, and a recent expedition team sent to the lodge hasn’t returned. Lord Neverember asks the adventurers to find the lodge, locate the missing expedition members, and clear out the establishment of any unwanted riff raff or creatures so new proprietors can reopen it, increasing tourism to the Neverwinter Region. What no one knows is that the original proprietors broke a contract made with a druid who guards the forest. This broken contract led to the demise of one of the owners, and many of the guests. Now, the overgrown an unkempt lodge is infested with strange creatures. What’s worse is that the adventurers themselves may succumb to the druid’s curse as they investigate the lodge. Product Details — ♦ 2- to 4-hour adventure for three to five characters ♦ Scalable for 1st-6th level ♦ High-quality map of the Owlbear Lodge ♦ New undead owlbear and porcupine statblocks ♦ Set in Forgotten Realms, but easily adapted to other settings
The legendary spellcaster Emirikol the Chaotic has turned the region into a wild magic zone, a place where all magic goes awry. The only way to put things back to normal is to retrieve the source of the problem deep inside the Ooze Chambers of Emirikol! This adventure is for 4th level characters and can be run on its own or as part 3 of the Litany of Arrows adventure path. This adventure contains, 2 pages of new magic items, 8 new monsters and NPCs, a full write-up of Bwimb II, the Paraelemental Princess of Ooze, an entity referred to in many D&D products but never fully fleshed out and stats for the 3rd edition iconic heroes Regdar and Mialee, who play a major role in this adventure. It's got over 10 pieces of original art, full color maps, tagged and untagged, and a special handout for the player who obtains the Ooze Fist of Emirikol. This adventure builds on the story begun in the platinum-selling Castle of Corellon and the follow-up, Warpath of Gruumsh.
Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)
A monastic community of elves and orcs worshipping a divine daughter of both Corellon and Gruumsh tried to bring peace and reconciliation between the two races. For their trouble, they were wiped out by zealots and erased from history. Centuries later, their mountaintop temple is rediscovered -- and rumor has it that two artifacts hearkening back to the very origin of elvenkind and orcdom are concealed within....
The Anchorin Family and its namesake home, Anchorin Manse, have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer, Webster, has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity, Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after, his recklessness released a deluge of planar energy into the home, transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family’s estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family, the manse, and potentially collect some very rare, perhaps legendary magical items. Enter the manse, tour the planes, take a villain, leave a villain, it’s up to you. One thing is certain, verity and villainy is relative in a manse of special purpose.
This quest takes the player characters through a harrowing journey of dangerous adversity! The characters are informed that some unknown adversary has disrupted an ancient tree called Wise Willow. This sends them first on a subterranean excursion into ancient tunnels infested with curiously ravenous Thri-Kreen! Then, they are introduced more formally with Wise Willow, who requires their services to cure her terrible plague! The players must then navigate the wild maze of her surface roots, purge it of grotesque creatures, and then find the cause of her ailment. Doing so excites the interest of the deities, Lathander and Sylvanus, who descend from the heavens in a glorious show of light and mysticism! The two divine beings then graciously bestow their gifts upon the party to reward their deeds. The player characters embark on a perilous journey that will test their resourcefulness and wits in a building arc of intensity. The environments are deeply detailed by the boxed text and should provide you and your characters a sturdy foundation for your creativity to launch from. There is a compelling story full of lamentations as well as laughs. The robust exposition sets up hours of challenging, combat-heavy “dungeon delving” throughout the quest. The aim is to maintain a versatile balance between “hack-and-slash” and “immersive storytelling” play styles, so that everyone can enjoy it in their own way. The numerous optional components allow you to scale the difficulty to your liking, and there is plenty of space for you to use your own creativity to enhance the content. Guts, Gods & Glory is a Dungeons & Dragons module using the 5e rules. It is designed to be played by three to six players of sixth to eighth level. It takes place in the Sword Coast setting of the Forgotten Realms, specifically the Elturgard region. Changes can be made to make it playable in a nondescript setting.
The nearby jungle is growing at a disturbing pace -- overnight, whole villages have been swallowed up by creeping vines. Rumors say the source is a corrupt and powerful temple deep in the jungle. In reality, the blight lords of Talona created a monstrous corpse flower and imbued it with the power of a cursed gem from an ancient temple of their goddess. After the blight lords released it into the forest, the corpse flower bent the surrounding jungle to its semi-sentient whims, recreating the temple out of plant life -- with an insatiable hunger for expansion.
A 3-4 hour adventure for 1st tier characters, which can be run as a 1-shot or as the beginning of a new campaign set in the Feywild. For tens of millennia, battles have raged across the Feywild, as the powerful and prideful archfey fought to divide the realms among themselves. Eventually the boundaries settled into four major territories: Summer, Autumn, Winter and Spring. These domains, and the smaller pockets of unclaimed territory between, came to be known as the Land of the Four Courts. The bitter rivalries between Winter and Summer and between Autumn and Spring never truly subsided, but for the past fifteen hundred years, an era of relative peace has persevered. Even so, peace is a fragile thing, and in the everchanging landscape of the Feywild it is all too easily broken.
After a drow girl goes missing, characters must delve into the depths of the Underdark to bring her back. As they journey through the dark, characters discover not all monsters are monstrous and webs are capable of restraining all manner of creatures; in fact, they can capture magic itself.
This is a short adventure than can be completed in a single session, for 4-5 players of 1st level. The old church at the edge of town has long been abandoned, but a week ago several robed figures arrived in town and have taken up residence in the old church. Since then, the townsfolk claim to have seen a strange mist around the building, and several folks have gone missing. Little do they know, these cultists have awoken a long dead necromancer, who seeks to bind a dark power to its will.
A short adventure for low level play, suitable for beginner players and DM. The farmlands are being raided by monstrous creatures and and the town of Windhill needs help! will the heroes find the source of these creatures and defeat whoever is creating them? This adventure covers a lot of the basic elements of DnD play and is designed to offer a taster of the system that is easy to run and quick to prepare. It includes stat blocks so that you don't need any other book (except the basic rules) to run it. Do you have a few friends you want to introduce to DnD? is it your first time on the other side of the screen? this adventure may be for you.
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
Characters are inducted into the Clifftop Adventurers’ Guild with a literal leap of faith, playing the notorious freefall game Sharn Chicken—who will be the last to activate their feather fall talisman? As new members of the guild, they are then tasked with collecting an artifact, tied to the fires of Fernia, from an artificer in the deep forge districts of Sharn. Within the Cogs, the characters find the item has not even been finished—the warforged employees of the forge are on strike! In order to resolve the strike, characters might join the protest, seek allies among the warforged locals, or earn the crew some street cred by taking part in an underground wrestling match. Once the warforged have returned to work, the party must help an artificer stabilize the magical forge while being attacked by emerging fire elementals. Finally, once the prize artifact has been constructed, the characters fight their way past an ettin enforcer for the monstrous Daask crime syndicate.
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
The players are invited to a Winter Gala in Waterdeep. After a guest is killed, investigations ensue to the fiendish nature of the home that the gala took place in. There are shopping opportunities on the way in.
There is no night for faeries and the fey like Midsummer’s Eve, and the green woods hide many wondrous and magical things on the shortest night of the year. On this night, a group of curious villagers would be adventurers, perhaps wander into the forest and encounter the lonely rusalka, who asks for their help retrieving her lost heart before the night is done. Pgs. 7-14
As the City of Danger struggles to rebuild, a spate of unexplained disappearances in the Zhent Ghettos threatens to erupt into fresh chaos. The factions are hard pressed to investigate, and it falls upon you to uncover the truth behind this new menace. A 4-hour D&D Adventurers League Convention Created Content adventure for 1st – 4th Level Characters (optimized for 3rd level). An ENNIE Awards 2019 nominee in the Best Organized Play category! This adventure is Part 1 of "The Neverdusk Trilogy", and has been praised as the hardest Tier 1 module written to date! Ooze There? is the first CCC written and developed in Singapore, and debuted at RPG Day Singapore 2018 - Singapore's largest Dungeons & Dragons community event. The v1.2 package gives you even better value, and includes: - All new cover art by Carillus, the creator of the highly popular ExCo webtoon - A high quality map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze There?