Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter. Hired for their expertise, the adventurers have joined the pursuit. A Two-Hour Adventure for 1st-4th Level Characters Wretches is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017
A cleric has tirelessly tended to the medical needs of his fellow villagers for decades. There have been occasional cases of madness among his charges over the years, enough to cause rumors, but now there is an outbreak, including people known for years to be quite sane. Can you discover the source of these terrible troubles and return the village to normal life?
The Cost of Beauty Deep in the snake infested jungle of Serpent Isle stands an ancient temple. Rumour has it that something still lurks in that place. Something evil from a lost era of devils and darkness. Now fishing boats are going missing off the island’s coast and dark shapes can be seen moving through the undergrowth. Could something have remained on that cursed isle?
In this adventure, designed to last for a 3-4 hour session, the player characters encounter (or are directed to) a mysterious object in the mountains: A strange, silvery disc around one hundred feet across. If they make it past the deadly laser turrets and the very hungry sole survivor who lurks inside the only viable entry, they can explore the derelict craft. They will find several magic items, including a solar-powered laser pistol, as well as evidence of the ship's dead masters: The brain-eating illithid. But with technology comes other ways to stay alive over long periods of time, and the greatest danger is accessed by pushing the only lit button in the entire ship...
Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.
This 4 hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot. Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party. Inside you'll find: * Three battlemaps * Introducing the ice encrusted skeleteon, a hardier version of the standard skeleton for colder climates.
This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.
STILL WATERS Sushi or Steak? Freshwater sahuagin!? Landlocked for hundreds of years, this colony of sahuagin have adapted to live in fresh water and flourished in secret, at least until recently, with the aid of a mysterious patron. Now, they need the party’s help to retrieve something precious to them… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 6th-8th level characters by ALAN TUCKER
Millennia ago, aberrations from Xoriat, the Realm of Madness, were driven from Eberron. The Gatekeeper druids–mostly orcs–placed powerful dimensional seals throughout Khorvaire to prevent the creatures of Xoriat from returning. To repair a breach in one of the seals at a settlement called Tjorda, a Sealguard Complex was built. An immortal guardian ws tasked with attending to the repaired crack in the seal. Thousands of years later, the Gatekeeper druids rediscovered the sealed complex. Even without knowing its precise history, they ascertained its sacred nature and have guarded it from then on. Being sealed in to protect the site and commune with the inner guardian is considered a great honor. Much of this history has long-since been forgotten. But 10 years prior to the adventure’s start, Vilda Karrte–a relic hunter with her own agenda–tracks a Xoriat artifact called the Spiral Well to the complex. Turned away by the Gatekeeper, she forces her way inside, grievously injuring them. Having discovered Vilda’s journals, Provost Nigel Faurious, through the Clifftop Adventurers’ Guild Handler Lhara, tasks the adventurers with recovering the Spiral Well.
Anea, the Amazon queen, and her warriors have helped neighboring king Eriklius defeat the usurper Todeuclis. When king Eriklius ascends the throne he covets the hand of Anea, but she refuses. In a fit of rage he sends his warrior Euclatis to destroy her palace and the surrounding town of Gythaclea. Anea—gravely wounded—pleads with Nyx, Greek goddess of the night. She asks for the power to take revenge. Her plea is granted, at the cost of being turned into a medusa. As rumors spread that Anea is still alive, the heroes are sent by King Eriklius to retrieve her. It seems an easy mission, but they soon discover all is not as it seems... Pgs. 157-163
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.
The poor village of Bunting Freely, somewhat off the beaten track, is suffering from an oral health crisis. The villagers are plagued by overly aggressive Tooth Fairies due to a confluence of events in recent history.
Content in English / Contenido en Español Mini Hex is Hex Crawl that can be played in one session, its ideal to show your players what a hex crawl is about. It may serve simple purposes as finding some rare flowers in the forest, the location of a ritual in the city or the cave with the treasure in the hills. This module contains: 3 scenarios. 18 combat encounters for levels 4, 7 and 11 characters. 30 obstacles encounter of varying difficulty. More than 100 traps variations. Aids for easy setup. Area and battle maps. A couple of interesting mechanics to make your game feel fresh. Mini Hex es Hex Crawl que se puede jugar en una sesión, es ideal para mostrar a tus jugadores de qué se trata un rastreo hexadecimal. Puede tener propósitos simples como encontrar algunas flores raras en el bosque, la ubicación de un ritual en la ciudad o la cueva con el tesoro en las colinas. Este módulo contiene: 3 escenarios. 18 encuentros de combate para personajes de nivel 4, 7 y 11. 30 obstáculos ambientales de diversa dificultad. Más de 100 variaciones de trampas. Ayudas para prepara rápido y fácil una partida. Área y mapas de batalla. Un par de mecánicas interesantes para que tu juego se sienta fresco.
At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.
The Proving Glade is a one-shot adventure meant for parties or duets. Your characters arrive in a small settlement that has a big problem. The forest, its lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out. Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover what’s truly going on? I wanted a forest adventure that felt alive and busy. I also didn’t want every encounter to be solved with the swing of a sword. The Proving Glade is about questioning value, morality, judgement, and redemption. This adventure was written as part of the Summer 2019 RPG Writer's Workshop. We also submitted In the Heart of the Forest. While these two adventures are not necessarily connected, they both involve navigating difficult and dangerous scenarios in a forest and could naturally be strung together. This Product Includes -A 3 to 4 hour one-shot designed for parties or 1-1 play. -A new Sidekick stat block: Daelin Hoofbane, ranger extraordinaire. -A new custom creature: the mysterious and powerful Alseiad, a glade nymph of incredible beauty. -2 new maps: One region map for the forest around Quaervarr near Silverymoon and one battle map for The Hydra's Mire.
A short plug in adventure that can be used as part of a larger campaign or run as a one shot for Tier I or II characters. A well known alchemist who is famous for being able to make what ever is needed. Whoever a small mystery begins when his shop is robbed and the proprietor now goes missing can they save him. This adventure is ideal for for tier I and II characters. Playable as a one shot or as part of a larger campaign. The adventure comes with maps, encounters and enemies. The adventure comes complete with the following: - Full 5 page PDF adventure file. - 2 Parchment style DM and Player maps ready for VTT use. - 2 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT - Comes with sample alchemy crafting rules
The Thorn Hag, an ancient evil thought vanquished by the Elf Queen and her heroic companions many years ago, has arisen from the dead. A fey harp, created from the heart of the treant that perished in the battle, has gone missing from Satyrs' Glen and the Thorn Hag seems to be behind it. The PCs must track the missing harp through a warped and eerie wood and into an unseelie area of the Feywild to stop the Thorn Hag wreaking revenge upon the Elf Queen before it's too late - the clock is ticking. The Sylvan Harp is a D&D 5e adventure for 4-5 PCs of the 1st tier (Levels 1-4). The adventure has been designed with suitable alternatives to run the adventure for 1st, 2nd, 3rd or 4th-level characters, including advice for adapting creature numbers and/or powers to suit the level of your party. The adventure is estimated to take 8-12 hours to run. A timeline of events, and guidelines on how the actions of the PCs can affect those events, is included. The adventure includes nine new creatures: gwerthin, satyr bard, ash guardian, light guardian, treant spirit, pixie rot zombie, green dragon skeleton, thorn hag and thorn hag's hut. It also includes two new magical items: a powerful magical harp with a dark hidden secret and a crystal ball of clairvoyance. Also includes a player handout of the rhyming riddle of the fey, and maps of the area and a darkling tomb. Requires Volo's Guide to Monsters.
Deep beneath the streets of a bustling trade town, trouble is brewing—or rather, fermenting. A mischievous band of cheese-obsessed goblins has taken over the sewers, swiping every wheel, wedge, and slice of cheese they can get their sticky fingers on. Their leader? The grotesquely gluttonous Sewer Mermaid, a bloated monstrosity ruling over her rancid dairy domain. This silly, over-the-top dungeon crawl is packed with cheesy hazards, slippery chases, and goblin-fueled chaos. Inspired by the absurd Cheddar Goblin ad from Mandy and a bizarrely captivating sewer mermaid miniature, this adventure is a perfect low-level romp for groups who enjoy laughter alongside their loot. What’s Inside? A lighthearted yet challenging adventure for Level 2 adventurers. Unique enemies, including teleporting Cheese Goblins and a boss who weaponizes rotting dairy. A sewer dungeon filled with traps, puzzles, and absurdly pungent dangers. Multiple adventure hooks for easy integration into your campaign. Perfect for a one-shot or a side quest in any city-based campaign, Cheese Goblins will have your players questioning their dietary choices for years to come. Will your party put an end to the Great Cheese Heist, or will they become just another tale of lost adventurers… swallowed by the stink?
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.
The town of Medeira was once a thriving and bountiful place. Over the last six months, what once appeared to be alive, is now slowly withering away into nothing. Crops are failing. Disease plagues the townsfolk. Nearby water sources are drying up. And everything traces back to the goddess that the town worships, a creature that most adventurers will recognize as… Medusa. Only she can return the town to its former glory. Or perhaps she’s destined to bring ruin. If only someone could get to her and find out.