Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. About three years ago, a medusa, Zhanna Serpentlock, began systematically turning every person in Duke Jellhyn Fedorel's (N male human Ari5) duchy to stone. After losing many peasants to the medusa, Jellhyn attempted to placate her. He offered her his second son, Dephyl, for a husband. Duke Jellhyn and his family had always been rather tense and uncomfortable around Dephyl anyway due to the fact that Dephyl had lost an eye in a freak magical explosion as a boy. Zhanna accepted the marriage, and though Dephyl didn't really care for his family due to how they treated him, he was also less than happy with the arrangement. A year ago, Zhanna appeared at Fedorel's citadel again. She claimed that Dephyl had been untrue and that she had turned him to stone for his adultery. Throwing Dephyl's stone head down in the courtyard of the citadel, she swore vengeance on all Fedorels for his betrayal. Duke Fedorel and his household fled the citadel. Rather than give chase, Zhanna took up residence there and began ruling the duchy as the sole remaining Fedorel family member. Jellhyn and his family have lived in exile for a year. This is what the PCs can learn, but more is going on. As it turns out, Dephyl is alive and quite happy with his marriage. Zhanna is not repulsed by his disfigurement as his family was, and Dephyl's missing eye is something of an asset in the relationship since it lessens his chance of being accidentally petrified by his wife. In the two years of his marriage, he has grown up and gained ambition -- he wants to rule. As a second son (pawned off on a monster), he would never have received the chance. Now, with Zhanna's help, he can rule. However, Dephyl doesn't have the stomach for killing his father and brother. Instead, he and Zhanna plotted to take over the duchy by frightening everyone away. Zhanna carved a stone bust of Dephyl and used it to frighten off the rest of his family. Now Dephyl and Zhanna live happily in the citadel and rule the duchy together, though Dephyl's existence among the living is a secret.
A group of adventurers find themselves drawn to Axeholme, a small, desolate village with a rash of disappearances. An ancient burial mound nearby has been opened, its stone door found shattered, and, if the villagers are to be believed, the disappearances are the work of a wizard’s curse. But things are not always what they seem.
Have you ever considered how hard it would be to fight a tractor with a sword or greataxe? Your players deserve to find out! This adventure traps the player characters in a small pocket plane set up by nefarious forces. They must explore a small modern farm and deal with its hazards to end the curse placed on the farmer. There are, of course, a few complications to deal with, like animated farm equipment trying to kill them, and the innumerable horde of ghoulish chickens penned up in one of the chicken houses... The adventure is balanced for the way 5e is structured, meaning Long Resting is very risky, so they will have to conserve resources, and was designed and tested for 4 Level 6 players. It should take 3-6 hours to complete. It includes map images scaled for Roll20 and Fantasygrounds.
The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.
This scenario was originally designed for five PCs of 13th level as a one-shot. A string of successes by the party has resulted in a high demand for their services. This new challenge involves an intrusive Ancient White Dragon extorting funds from the countryside of San Doral. Can your party cross Garnet Gorge and show this nasty Wyrm who’s the boss?
In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.
Not so deep in Lake Marione an amulet sinks. This adventure is set in the town of Marione where PCs will be asked to retrieve a lost amulet. I hope you enjoy the adventure! A D&D 5e One-Shot Adventure
A bubbling stream cascades into a hole in the earth, leading to a series of underground watercourses and scintillating grottoes. Adventurers who delve within may discover odd mosses and fungi, a ruined temple complex, and the lair of a crystal-eating dream dragon.
The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.
Ten days ride north of the great city, there is a small town named Treefall. Up until recently, this town was well known for its rich harvests, happy villagers, and prosperous weather. These days, however, the once-proud details from Treefall have turned darker. Instead of tales of unending prosperity, you hear hushed whispers of a great curse that has struck the once-happy village. Word has it that, where once roamed contented cattle, now strange beasts hunt by the moon's cold light and terrorize the hapless region. You have scoffed with the others at these stories. Despite the things you've seen in you adventures with your friends, the thought that such ill might befall such a sleepy town strikes you as terribly unlikely. There is plenty of evil in the world, true, but there are also much bigger and better targets. But, tonight despite the firmness of your disbelief, the stories come to find you. You have been traveling north along the roads on your own business, enjoying the rich fall colors and warm afternoons. Your camp os small and secure, with a roaring fire and meat cooking over the flame. It's one of those crisp autumn days that makes you long for a warm hearth after a long ride in the cool air. Still, the fire is good enough for now and you and your friends have a wonderful meal, talking and singing and laughing, anticipating a restful sleep beneath the blanket of stars. Until the beast attacks.
HORROR THEMED ADVENTURE FOR THIS HALLOWEEN!!! EXPLORE A HAUNTED PIRATE SHIP!!! What is this adventure? This is a short location-based horror adventure where the characters explore a haunted derelict pirate ship in the ocean. The whole adventure can be played in a typical four-hour session. The Derelict is perfect for situations where the party suddenly decides to sail off into a completely new direction and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. Since combat is not the main focus for this adventure (it is more atmospheric and exploratory), scaling this adventure for parties of different levels is trivially easy. How to use this adventure? This adventure can be used in two different ways - A random encounter - This is perfect for use for a random encounter in the sea A retrieval mission - This adventure can also be used as a missionto retrieve an artifact that was looted by the pirates a long time ago What is included? The adventure pdf DM's map of a haunted pirate ship with four separate levels High resolution maps for the pirate ship (all four levels), which can be printed out as a tabletop map to play on.
This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32
This solo adventure is designed as an adventure to teach the PC that sometimes you need help in solving tough problems. The adventurer learns that Ortella the Druid is seeking assistance in obtaining spell components to help the local village. It seems that the community has a magical phantasm causing problems in its lake and they need help in the form of Ortella and Ortella needs your help!
Once a naval powerhouse, the Kingdom of Bane ruled the waters wherever they went. Four decades ago the neighboring countries noticed a stark difference taking over the once lush Bane. As the years progressed, rumors swirled about the downfall of the proud nation but the overall view was that a curse took over. The kingdom had been famous for the multitude of riches and magic it once possessed and it is widely believed that undiscovered treasures await any adventurer brave enough to test their mettle against the curse as well as the elements. This offering is 70 pages of magic, challenges, and a lot of urban discoveries. This scenario can be cut up and used as individual projects or as a massive campaign. The original campaign allowed the players to move from fifth level up to eighth!
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.
The city of Stonewood has seen a number of strange disturbances of late: grave robbings, disappearances, and recently a spate of murders. Adair Wyatt, a local merchant, has asked you to help him find his missing brother Dayton. His last known whereabouts? Stonewood's necropolis, where he works as a gravedigger... The Graveyard Shift is the first in the Adventure on Tap series. The adventure centers on the city of Stonewood but can easily be transferred to any medium or large settlement as long as there is a graveyard nearby and access to a local forest. The adventure was designed to have an equal balance of combat, exploration, puzzle, and role-playing encounters.
How’d you get here? Let me explain... No, there is too much. Let me sum up. Rescued a retired hero's hapless nephew from goblins at some ruins on a hill Found out that there aren’t any goblins, but spider creatures called chitine instead Uncovered a chitine plot to start a war between the surface world and the drow Got convinced to try to stop that war Got trapped in the caves under the ruins Chased the chitine’s leader, a choldrith, further down into the cave system Nearly got crushed in a cave-in Fought your way through an undead infested mine Nearly got eaten by a colony of chitinous reptiles Picked up the choldrith’s trail and followed it deeper into the earth And now you stand at the entrance to a massive cavern filled with all manner of aggresive creatures. Yep, that about sums it up! And now, here you are, in this giant cavern thousands of feet beneath the surface. All you have to do is pick up that choldrith’s trail again, and manage to navigate the many factions vying for control of this little section of the Underdark. Good luck! And have fun storming the Hollows! This Gazetteer contains: Descriptions of the factions that live in The Shadowed Hollows, a massive cave complex far below the surface The underground city of Naakrasad and the important NPCs that live there Three quests leading to brief adventures within the Hollows for characters of level 4 to 6 7 custom maps of the Shadowed Hollows, Naakrasad, and the quest destinations All necessary monster stat blocks Everything needed to set the scene for the upcoming second chapter of the Into the Underdark Adventure Series
The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless
The Provincia series continues with the fourth adventure in the series “Jaunt through the Woods” After successfully exploring the Ruins of Tobrick your intrepid adventurers continue their path north to warn the residents of Queen’s Point of the humanoid gathering. While attempting to circumvent the evil army they will have to continue through the forest using old trails. Along the way a collection of encounters gives the party multiple opportunities to enhance their skills!
Just when you thought it was safe to take a long rest. She's Back! The terrifying SEQUEL to the PLATINUM bestselling, and Dragon+ Magazine featured horror adventure: The Haunt. The Haunt 2 is both a one-shot, and a sequel that can be run as either. Long, long ago St. Greycastle’s Hospital served the city through the years, mainly treating the wounded and sick among the militia. Over time, the lower basement was converted into a sanatorium, housing those who became maddened from enduring the violent, brutal orcs raids which plagued the region during that time. This was the place where Gertrude, the night hag, tormented patients, and created her masterpiece, the Evil Doll. Now, after all of these years, Montarthas Manor has finally fallen, and the Evil Doll has been wounded. She has returned to the only familiar and safe place she remembers, to lick her wounds and plot her next move. Her presence in the hospital awakens the evil inside, creating a nightmarish charnel house of terror. In addition, the hospital itself feeds on fear. Do your players have what it takes to enter the haunted and evil hospital, to finally end the haunt and terror of the Evil Doll?! Published by P.B. Publishing.