This scenario was presented to Gryphcon's 30th anniversary last year. The party finds themselves coming to the Triland on their way to Taco Del Toro. This island chain is unique in that it has a land mass made of clouds, hovering over the island. Upon landing, your group discovers that the governor's child has been abducted by a Cloud Giantess. Time for your hero hats...
The once-dwarven wizard Hehranna knows that her previous race, for all its pride and skill, is hampered and distracted by lesser concerns—family, friendship, emotion. Once they join the Hive, they won’t begrudge a few moments of pain in exchange for the industrious awakening she has to offer them. Pgs. 16-32
Deep beneath the city streets lie the sprawling tunnels of a derelict sewer. Under the command of a vicious ringleader, a posse of thugs have claimed a forgotten undercroft as their own. In a shadowy mockery of the city’s grand markets above, they have set up their own trade, dealing in flesh to vile creatures and evil men. Published by Arcana Games
Beat your swords into plowshares. "Blood on the Plow" is an "interlude" adventure for a small party. It can be inserted into virtually any campaign world where agriculture is a common way of peasant life, at any time during the late summer months. A small side track adventure for adventures in the country side. A string of accidents have prevented a poor farming couple from harvesting their wheat crop. A party of adventurers could help bring in the crop with a week of hard labour. By the time they finish they'll discover the previous accidents were more than just bad luck. Pgs. 32-33 & 59
The hunt is on! Agents have hired out the infamous Redcaps to raid along the Hruesen River and Baron Botkin wants them brought to justice. A mad run by the goblins left a trail of ruin along the river road but the time to act is now, before the trail goes cold. the evil doers broke off the raid and now lie in hiding somewhere in the Barren Wood. There in the deeps of the forest stands the legendary Slag Heap - an ancient complex of unknown origin and terrifying reputation for years ago the Heap served the Horned God's minions as a bastion against the fey of the Barren Wood. But now all the forest is hostile to outsiders, whether good or ill. The men of the Barren Wood are fierce, independent, and distrustful of outsiders. Facing them is a daunting task in the best of times and now they seem to be protecting one of their own. Discovering the real powers in this region only brings the characters closer to doom as they travel to piles and heaps of slag and detritus that was once a glorious abode and temple to the dark powers before the age of man. Also available for 5E
A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.
The Knolls is the second largest city in the Duchy of Bast and a frequent spot for the adventurers going through the Filbar Quest (FQ) series. At over 60 pages this setting can easily appear in any campaign. Welcome to the city that Baron Tamar Wizzel rules and is a safe haven for adventurers of any level.
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.
The king has hired adventurers to investigate the sudden rash of giant attacks and strange phenomena around the town of Bywater. Meanwhile the townsfolk believe an evil witch is directing the attacks and only the magic sword of the town's founder can defeat her.
Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185
Vampire Church is a Fifth Edition plug-in adventure for four characters with an average party level (APL) of 5, 8, 11, or 14. This document offers details for each level and makes adjustments accordingly. A small church hides a dark secret: all of its priests are vampires. As a plug-in adventure, the adventure content serves as drop-in material for game masters who wish to add a dungeon to a preexisting campaign or need a side quest. If you need a hook for this adventure or already have a similar hook, the Vampire Church Hooks table offers details for introducing this adventure to your players.
The baron’s wife is dead. But she isn’t gone. Can the players lay her to rest and defeat the festering evil hidden away inside the Gilded Tower? Another thrilling tale of madness and mystery inspired by Edgar Allan Poe’s writing! Following the events of Masque of the Worms, the story continues into the hauntingly beautiful forests of the Painted Valley… Valley of the Gilded Tower is a one-shot for four to six 2nd-level characters. It takes about 2-3 hours to complete and includes: Events inspired by Edgar Allan Poe's most ethereal writing: -A new monster that can take over the minds of its victims -Combat cards for each monster, PC, and special treasure -Gorgeous, hand-drawn maps by Jake from Beware the Wizard
Steal gifts! Fight Reindeer! Save the holidays! Take on the dreaded devil Belsnickel and save the snowy gnomish town of Cheerington from his grasp in this fun-filled adventure for one-on-one parties or small groups level 4-5. Inside you'll find: -A one-shot adventure involving roleplay, exploration, and combat! -4 new festive creatures! -2 maps ready for print or import! -6 exciting new magical items to gift to your players! This adventure also has lots of fun mechanics like mistletoe and corrupting coal! We put together some of our favorite wintery stories and holiday tales in this fun holiday one-shot! It's perfect for a side narrative to try out one-on-one play for the first time, introducing someone new to the game, or taking your party to a festive demiplane for a unique Christmas-y one-shot adventure.
Can the city of Redshore be saved from utter destruction? "The Razing of Redshore" is a D&D adventure that confronts the party with the destructive force of an awakened sperm whale druid and the sinister machinations of a secret cabal of powerful assassins. It is designed to provide such a group with an opportunity to continue their adventuring careers into the realms detailed in the "Epic Level Handbook". This book is not required to make full use of this adventure, though; any pertinent information from the supplement is reproduced here. Pgs. 72-106
In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48
The main road from the prior government is known as the Queen’s Road and spans the north-south axis of the land. While it has fallen into disrepair it is still used to get to the largest city in Provincia, Queen’s Point. This community sits on the Golleck’s Bay and is filled with opportunities for young adventurers…they just have to get there!
Lorena Appleton, the youngest daughter of the youngest son of the heir to the Appleton estates, went missing several weeks ago and returned with a mysterious illness. Her parents spent their vast fortune pleading to all doctors and clerics passing through their town of Braeburn, desperate to find a cure for their daughter. Several healers have said that they couldn’t cure her without knowing what caused the ailment, but Lorena hasn’t said a word since she fell ill. The story piqued the interest of Syvil Loganberry, an elderly Halfling Cleric from the nearby city of Brackenshire. But the roads between Brackenshire and Braeburn have become wild in the last century, and all manners of forest creatures have turned vicious against those who dare brave the roads. The upcoming harvest festival in Braeburn has increased security along the roads, but Syvil grew old by being careful and has hired your band of adventurers to keep him safe as he made the journey. The three days of travel go by without an incident, but those familiar with the woods may wish otherwise. The forest has been still, silent, without even so much as a bird’s song to keep you company. It’s as if the forest itself is waiting...
In this action packed scenario the players will be led down a violent path of vengeance. While traveling, the party encounters a beautiful foreign girl in danger. She only utters "help" before collapsing. After the quick and deadly skirmish the players learn that a poor girl is in fact a daughter of the eastern ambassador. She tells the players of all the terrible things that happened to her and begs them to act as her katharas, warriors who will return her honor. The bloody trail of revenge brings the players in a conflict with a vicious captain and his 30 warriors in several fully detailed combat encounters. They'll have to attack a bandit camp, defend a village against a raid and finally pick a champion for 1 on 1 duel to the death. 30 Dead Men features a short action adventure scenario. This adventure scenario is focused on combat encounters and strategic thinking.
Once a paradise at the heart of dwarfdom, the Valley of the Cracked Helm has lain forgotten for ages, lost to the vagaries of natural disasters, goblin invasions, and generational benders. Over the years since, its name has invoked only shame—furtive, deep-seated dwarven shame—for the valley is where the wild dwarves dwell. . . Valley of the Cracked Helm is an off-beat scenario for old-school style games involving a hidden valley filled with tribal dwarven nudists and exploitative prospectors. It is formatted as a double-sided tri-fold brochure that contains everything needed to run the module. It includes: A ready-to-run module suitable for ongoing campaigns and one-shots. A detailed pointcrawl of the Valley of the Cracked Helm. Dwarves Gone Wild! (This pointcrawl scenario can be dropped into any classic fantasy campaign allowing gratuitous dwarven nudity. More setting than adventure, it encourages/requires referees to improvise or develop content further to fit their own needs. Low-level PCs may need to be lucky or clever to survive.)