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Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
5th Edition
Levels 3–8
34 pages
0

Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing

One on One #002: The Rats of Verdant Reach
Pathfinder
Levels 1–2
2 pages
0

The adventurer is hired by Dawson Beam, the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the “Rats of the Reach”. This is the second adventure in the 1-on-1 Mini-Dungeon series, but can also be utilized as a standalone adventure. Published by AAW Games.

Cover of Shadowfell Schism
Shadowfell Schism
4th Edition
Level 26
6 pages
0

The Raven Queen’s servants often seek out mighty allies. One of these is the black dragon Quetzallus, who resides in a deep cavern on the Shadowfell guarding a stream of souls flowing into the Raven Queen’s realm. But a death knight named Raxikarthus, betrayed by the Raven Queen in life, now seeks to enslave this dragon for his own purposes. He madly believes that he can stand against the Raven Queen, and seeks allies of all stripes—even her own servants—to do so. The death knight has found a pathway into the Shadowfell thought closed by mortals. Beneath a decayed keep, the undead dragonborn has reopened this portal and led his forces into the Shadowfell itself. The PCs are called in to beard the death knight in his lair. They find it abandoned, but discover a strange passage in the lower reaches. Pgs. 162-167

Cover of Strike on the Rabid Dawn
Strike on the Rabid Dawn
3.5 Edition
Level 15
21 pages
0

A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. Casters with access to control water, control weather, or control winds will prove especially valuable, as will characters with strong Swim skills. The adventure is best suited to a predominantly good or neutral aligned party of PC's. Strike on the Rabid Dawn takes place in the port city of Hardby (Dungeon #109). As most of the action takes place within a lighthouse and on a ship at sea, however, any suitable port from your campaign makes an appropriate substitution for Hardby. Pgs. 12-32

Cover of Mind Prison
Mind Prison
5th Edition
Level 10
19 pages
0

Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...

Cover of Against the Orcs
Against the Orcs
5th Edition
Level 6
54 pages
0

𝐓𝐡𝐞 𝐟𝐨𝐮𝐫𝐭𝐡 𝐚𝐧𝐝 𝐟𝐢𝐧𝐚𝐥 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The orc uprising around Nirzumbil must come to an end! The Mercur trade coster is benefiting too much from the blockade of the dwarven stronghold and threatens to corner the market on iron ore and gems for years to come. If the orc warlord commanding the armies can be slain, the orc forces will surely fall apart. But how to find and kill a warlord who is powerful enough to unite thousands of orcs? This adventure features 5th edition conversions of the krenshar, senmurv, portal drake, and stone flyer.

Cover of Dread Dragon Temple
Dread Dragon Temple
5th Edition
Levels 5–7
10 pages
0

Characters explore a dangerous, but sparsely populated temple in search of the Staff of the Dragon. They will encounter traps, environmental hazards, and a nest of lizardfolk. The characters are rewarded for a 'look but don't touch' approach to the temple's features. The real highlight, though, is the closing encounter. Once the staff of the dragon is retrieved, it can transform the characters into dragons for a set period of time. As they exit the temple, they are beset by an ancient dragon and the stage is set for an epic brawl as the characters take to the sky in dragon form. Can be completed as a one-shot.

Cover of WBW-DC-FEN-02 Tiddy Mun and the Burrow of Bandits
WBW-DC-FEN-02 Tiddy Mun and the Burrow of Bandits
5th Edition
Levels 1–4
23 pages
0

The Stranger Stone, a rock that is to be used in a ritual to save the town of Berribury, has been stolen. The characters must track down the thieves and retrieve the Stone. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3

Cover of MHI - 13 Murder of the Doge
MHI - 13 Murder of the Doge
5th Edition
Level 7
14 pages
0

Who is ready for a murder mystery? This scenario is completely customizable for a variety of levels available. We won't kid you, this scenario is not something you just throw on the table and play as soon as it is downloaded. A spreadsheet for understanding clues vs. suspects will need to be studied for you (the DM) to understand how to run the mystery. That being said, everytime we (myself & playtesters) have run it, it has been a smash! Like all of our offerings, you SHOULD customize it to fit your needs.

Cover of Secrets of the Towers
Secrets of the Towers
AD&D
Level 1
9 pages
0

Stepping through a door can mean a grand adventure - or a horrifying death. The shortest distance between two points is not always a straight line. A number of magic towers connected by failing teleportation magic. Abandoned in ages past, other creatures now make the towers their homes, and provide challenges to parties of varying levels.

Cover of The Sylvan Harp
The Sylvan Harp
5th Edition
Levels 1–4
34 pages
0

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.

Cover of Where There's Smoke
Where There's Smoke
5th Edition
Levels 1–2
26 pages
0

The trade coster Commus is up to something big, and its rivals want to know what it is. The PCs must investigate the situation before things get too hot to handle. Where There's Smoke is a single session adventure for four to five 1st level characters. It is an urban adventure, taking place in a large town or small city. The adventure also includes 5th edition write-ups of two creatures from the 3rd edition Monster Manual II - the Ash Rat and the Grimalkin.

Cover of Vault of the Blood Mage
Vault of the Blood Mage
5th Edition
Level 8
56 pages
0

Vault of the Blood Mage is a deadly one-shot dungeon adventure for 4-6 8th level characters. Player Characters find themselves locked in a dungeon room with no memory of how they got there. Inflicted with a magical disease that is slowly turning them into mindless zombies, the dungeoneers have to work quickly to find the antidote and escape the vault before succumbing to the deadly affliction. To do so, the characters must avoid deadly traps, fight unique monsters, and solve fiendish puzzles.

Cover of Desiccated Temple of Locha
Desiccated Temple of Locha
BECMI
Low Level
12 pages
0

In the parched desert sands, a mirage glistens invitingly on the horizon, but the nearest water is a hard day’s march in the opposite direction. You swear you smell the faint wet smell like coming rain when the wind shifts just right and see the stars reflected off some far lake at night. There’s no water here, just a lone sandblasted pillar, its features smeared by centuries of sand. Smell that? The brine of ocean mist? Here? Is the pillar made of coral polyps and mollusk shells? What is this place? An aquatic temple magically transported to an arid environment. Based on the author’s one-page map that was published in Knock #2 by Merry Mushmen. Published by Duvelman Dice.

Lochfell's Secret
3.5 Edition
Level 15
16 pages
0

Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? Someone in Lochfell knows the answer, and it's up to the PCs to find it out. Lochfell’s Secret is a short D&D adventure for four 15th level player characters (PCs). The story is set in and around the port town of Lochfell. You can place the action in any section of your campaign world where a coastal town on a bay might exist. If there is a small town that the PCs visited in a past adventure but haven’t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of Hall of Echoing Screams
Hall of Echoing Screams
4th Edition
Level 14
6 pages
0

Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95

Cover of Citadel of the Void Dragons
Citadel of the Void Dragons
5th Edition
Level 14
4 pages
0

Citadel of the Void Dragons is a void dragon lair suitable for four characters of 14th level. It is a logical sequel to Sky Stairs of Beldestan, but it can be played independently. The void dragon Astraxis and his mate, Yrsinestra, have long lived in an orbital citadel where the sky meets the void. This location allows the dragons to communicate with malign creatures of the void and still enables them to feast on the whales, cattle, and other large animals of the firmament below. This ready food supply is urgently needed right now, because the mated pair has recently laid a clutch of eggs. As a result, Astraxis is almost never at the lair—he is constantly on the hunt, bringing food to Yrsinestra and often sleeping on the earth below the citadel.

Cover of FVS4 - Penchant for Adventure 1
FVS4 - Penchant for Adventure 1
5th Edition
Level 1
14 pages
0

This series of singular adventures center around the small town of Penchant. The area in question is home to a variety of challenges depending on the level of the PC. This adventure begins with the new PCs mentor sending them to a religious coronation that they cannot attend. The PC is to travel, via burro, to the Bu-San Monastery and extend salutations to the new head of the order. In this case the journey IS the adventure!

Cover of From The Forest They Fled
From The Forest They Fled
5th Edition
Levels 1–3
7 pages
0

Ashvale is a simple village, full of people who live their simple lives without knowing anything about the world outside their simple valley. But there is one thing that they know: animals can sense danger. And, for the last few days, animals have been running out of the woods. Characters are hired to investigate and must venture into the forest. But the culprit, a dryad, may have a good reason for chasing all of those animals away.