Who ever heard of a civilized gnoll? Stories of a secluded valley full of peaceful gnolls have been swirling for years, the occasional nonviolent encounters dismissed as tall tales or unique oddities. Now you are about to discover these gnolls for yourself. The rumors are true...but the full truth is a secret more terrible than anyone knew. A sect of the tribe maintain the magical peace by a terrible ritual sacrifice--not of blood, but of memory. The gnolls who undergo it become Forgotten, losing their identity and becoming a stranger to the clan who once knew and loved them. What is the truth behind the valley's protection? Will the gnolls be allowed to continue living in peace? Or will their only hope become Forgotten?
With the discovery of an enormous diamond deposit nestled on their borders, the kingdoms of Peldadrin and Belford both claim the repository of indispensable gemstones as their own. After years of negotiations fail to bring a peaceful resolution, the two nations (further incited by sentiments of national pride that have risen over the years of negotiations) determine the diamonds will be claimed only through war. In the early days of the war, Private Geth Heston, a Belford scout with rich Peldadrin ancestry, was dispatched into enemy territory to uncover Peldadrin unit formations, patrol routes, and any other information he could find. It’s been two weeks since Geth sent his latest report, putting Belford command in a state of unease. The information Geth alluded to in his last message could change the course of the war, if proven true.
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
In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?
Your party has just spent the better part of the day travelling in dismal weather and you've just located an appropriate place to camp when, out of the drizzle filled sunset, the terrifying screams of a woman can be heard through the patter of rain through the trees. Great! You're cold, miserable, and now you have the moralistic compulsion to investigate and render assistance to a damsel in distress. What you don't realize is that morals and damsels always means more trouble than what you may be willing to pay. Will your party survive long enough to see the dawn through the Screams at Sunset?
Arcane Moon is an introductory adventure inspired by 90s Magical Girl anime: drawing on Magic Knight Rayearth, Cardcaptor Sakura and Sailor Moon it's a story of love, friendship, treason and big villains. Arcane Moon is Magical Girl on Fantasy Land. It has been three months since the Arcane Scouts came together as a team. In that time they have managed to stay one step ahead of The Major Arcana, the personal guard of The Empress. However, unknown to them, one of her generals, The Hermit has infiltrated the city of Shealin and, posing as a merchant, has located two of the five shards needed to forge the Ioun Crystal. Jealous of his success The Priestess and The Hierophant are plotting against him, expecting to prove themselves to the dark mistress. The adventure takes place across two or three in-game days going from the latest fashion show on town to a mysterious tower hidden south of the city. Expect to fight several bad guys just to find out there was a bigger badder guy behind them.
Are your player's going fishing in the Underdark? Booked a ride with the Kua Toa Travel Agency? Taking a cruise on the Darklake? Well then Journey Through the Center of the Underdark 2 - The Darklake Strikes Back is just what the Leemooggoogon ordered! Like the first Journey, The Darklake Strikes Back contains several encounters designed with Out of the Abyss traveling days in mind, but easily inserted into any 5th Edition Dungeons & Dragons Underdark setting. Unlike the first Journey, The Darklake Strikes Back has a mid sized three level dynamically defended dungeon, complete with a dragon at the bottom! This complex is right at home on the Darklake but could also readily be inserted into your Tyranny of Dragons campaign as well. Written for a party of characters levels 4-6 with notes included for adjusting encounter difficulties for lower or higher level groups Journey Through the Center of the Underdark 2 - The Darklake Strikes Back should provide 6-10 hours of gameplay excitement!
A Level 5 Adventure of Time-Bending Catastrophe Part of the Thirsty Tiger Tales series Beneath the crumbling ruins of a legendary arcane academy lies the Paradox Engine—a dangerous temporal device that shattered the very timeline it was built to study. Now, a deranged scholar known as the Mad Chronomancer seeks to rewrite history itself. In this time-twisting dungeon crawl, players must brave unstable magic, flickering echoes of the past, and a rift into the academy’s golden age—where they’ll confront the Mad Chronomancer before his actions doom the future forever. Two-timeline dungeon: Navigate the same vault in both past and present Puzzle rooms with lasting consequences Unstable combat environments and unique timeline hazards A solo boss fight that bends time against the players Includes the Temporal Warp Cloak, a rare magic item that glitches your image through time This one-shot is perfect for groups looking for a high-concept, low-prep adventure with puzzle-solving, combat variety, and an arcane twist.
The night mist hangs low around von Helter Manor. A man and woman share a tender moment on their balcony after the best night of their lives—a flash of red as they fall. Blood begins pooling around them, staining the earth crimson. A mysterious figure grins in the darkness. The Red Lady has taken her next victim. Pgs. 75-81
The party visits the village of Bellmare, where a hag has recently been slain, and which has since been plagued with deadly wintery weather during the Summer Solstice. The party meets the head of the village, who asks them to find the cause. When the party reaches a small hut in the mountains, they encounter a hag. Rather than attack them, she offers them information to help stop her sister from enacting revenge upon Bellmare. Pgs. 109-117
Dice roll and cards fly at the Dove House of Luck in Waterdeep... but it's not all fun and games, as your party must stake out the casino and determine whether a crooked card dealer is stealing from the house, and what she's up to. Gamble and be merry... but even games of chance have a habit of leading back to the mysterious forces of quarrelsome Gods. Lucky be Malady is a D&D 5e urban adventure module set in Waterdeep, suitable for Tier 1 (level 1-3) parties. Schmooze with other gamblers, chase down crooked dealers, uncover plots orchestrated by the gods of fortune themselves. Think you're lucky? 2-4 hours of gameplay in any urban setting New rules for 4 games of chance 1 new curse 3 NPC stat blocks Beautiful hand-drawn maps and art assets An ally with a heart of gold... or copper? Introduction for adventures focusing on self-determination vs. fate This module is set in Waterdeep but can be modified to fit any urban setting. It gives resources for parties in need of an NPC healer, and also introduces players to powerful curses that cannot be rested off without help. It can slot into any adventure where your party has entered a large city and offers questions and dilemmas that can be brought forward into future modules to challenge your players. Also, who doesn't want to spend down-time gambling with all that monster loot? Module written by, and interior art assets by TL Massey: https://twitter.com/t31im4s Cover art by Kat Brechtel: http://kbrechtel.com/ Written through the RPG Writer Workshop FW19: https://www.rpgwriterworkshop.com I'd be really grateful for feedback! Comment/review below, or reach me @t31m4s
An ancient legend, a missing wife, and a broken heart that time won’t mend. Part 4 of the Evenflow Saga
Many centuries ago, the dwarven kingdom of Sarphil stretched out across the Galena Mountains east of the Moonsea. They dug for the precious metals hidden beneath the rocky terrain, and they established numerous cities and settlements to aid in their excavation and manufacturing efforts. This was during the early days of Myth Drannor, the elven kingdom in the forest of Cormanthor, and the dwarves and elves initially clashed as each sought resources and expanded their territories. Myth Drannor and Sarphil eventually settled their differences, and many dwarves moved into the elven city to offer their services and expand their knowledge. In the Galena Mountains, Sarphil continued to flourish. Unfortunately, these days of prosperity did not last long. The last great king of Sarphil was lost in the dwarven city of Mount Throndor, beneath the mountain peak of the same name, and Sarphil withered under bitter clan disputes since no single family could claim legitimate lineage over the fragmented kingdom. What happened under Mount Throndor has been a mystery for thousands of years. Many attempts have been made to reclaim the lost riches and legacy of the last Sarphilan king, but powerful wards have prevented intrusion under the mountain, wards erected by the dwarves of Sarphil. Were the wards built to keep outsiders from intruding – or to keep something inside from escaping? An enterprising dwarven leader wants to find out, but she is going to need some help from a band of heroes. Horrors of Mount Throndor is a Dungeons & Dragons adventure of exploration, darkness, and terror featuring a lost dwarven city overrun by forces from the Far Realm and the journey to cleanse it once and for all. The adventure is designed for a group of 11th-level characters, and successful completion of the adventure should put the characters at 16th level. Here There Be Monsters Mount Throndor has become infested with madness from the Far Realm. During their journey to penetrate the ward and through the city itself, the characters are going to face gibbering horrors, unpredictable slaadi, fanatic stone giant cultists, degenerate star spawn horrors, mutant derro, undead dwarves, and countless golems. The ancient breweries of Mount Throndor have produced alementals who slither in the darkness, and a great dwarven war juggernaut named Big Hans stomps through the city. Legendary Villains and Epic Moments Though it has been sealed, Mount Throndor is not empty. The characters have opportunities to meet, interact with, and (likely at least) combat against powerful foes within the legendary dwarf city. A dwarf lich, a Far Realm spider goddess, an iron-encased demilich, and a melted flesh derro warlock monstrosity all await, along with a mind-bending force - Great Cthulhu! The characters have a chance to face an avatar of Great Cthulhu in the dwarven depths in the final confrontation of the adventure to free Mount Throndor and rid Faerun of a Far Realm invasion! An Adventure of Exploration Mount Throndor is a big, sprawling complex, a dwarven city with two major strongholds, a bridge system spanning a massive underground lake, and a deep mining complex. The scale is difficult to grasp and convey. Previous examples of adventures featuring these elements have included maps - usually lots of them, great spawling maps connected at ends to make huge subterranean dungeons. It is the classic image of a D&D dungeon crawl, and the map is a key component to its visualization. However, in this adventure, the maps are handled differently. There are certain areas, ususally outside the dwarven city itself, that include maps that are suitable for use at the game table, either in theater of the mind style or grid-and-miniatures. Mount Throndor itself is presented with an abstract map, and exploring it utilizes the exploration procedure outlined in Appendix A. Characters traverse the huge subterranean system using this abstract system, and during their travels they are going to run into random encounters and sites with more interesting and complex encounters.
It all begins with a simple request (doesn’t it always?) from an old farmer. The request – protect his cattle herd from vicious wolves. Simple enough for the brave adventurers, right? But it doesn’t stay that way. Not at all. Soon, the adventuring party will find themselves in the thick of it as they solve puzzles, avoid traps, fight for their lives, and endure witty taunting. And in the end, they discover an artifact that may, or may not, be useful to them. This adventure includes a cursed shield, a new undead creature, and a new artifact. Total party experience earned is approximately 14,500.
Surrounded by miles of hostile swampland, Feypool isn’t a place too many adventurers seek out. But a group of travelers discover that this small duchy is under siege by a strange threat: Marietta Truelight. Otherworldly beautiful and abnormally charming, all but a handful of Feypoolers have fallen under her spell, becoming a fanatical hive mind willing to do anything for her. But Marietta is planning something sinister, the answer buried within Feypool’s superstitions and bleak history. The Feypool Beauty features a number of horror elements including body horror, suspense, intrigue, and some classic tropes similar to body snatchers. What secrets will you uncover? What atrocities of devotion will you witness? And will you be able to resist the influence of the Feypool Beauty?
This quest is for a party looking to resurrect a character whose corpse is missing body parts necessary for survival. Lower-level resurrection spells don’t work on a creature that is missing a head, heart, or other vital organ. To resurrect the body, the characters turn to Vaprak, patron deity of trolls, and attempt to earn the god’s assistance. However, a band of frost giant hunters intend to destroy Vaprak's temple along with everyone inside it. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
Dead of Winter is a 1st-level adventure It is designed as a side quest for Dungeons & Dragons 5th Edition As the adventurers are traveling a lengthy road between destinations, a bitter winter storm blows in. Lucky for them, there is a small roadside hamlet just ahead, where the party can take refuge from the harsh elements. The mood in the local tavern is grave, as this is a sad night for the villagers. It is the first anniversary of the murder of a town hero; A murder that was never resolved. Strange events begin as soon as the adventurers arrive and will lead them to clues which just may solve a year old murder and lay an anguished soul to rest.
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.
The ancient forest known as the Wildering Woods has a reputation for confounding those who dare venture through it. When a series of unusual events befall a nearby lumber camp, the player characters are asked to seek out a mysterious wizard rumored to reside within. As the adventure unfolds, it soon becomes apparent that big trouble awaits them inside the forest. What's included: 1 fanciful adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 custom creature statblocks with clickable links for quick access Content Warning: Violence, death, abduction around the Wildering Woods, a fey-inhabited forest whose residents are being terrorized by a delusional hill giant who believes he is a wizard.