This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time. If you are looking to start a new campaign or just experience familiar locations in a new setting, this supplement accommodates. Inside you'll find: Maps: Nine encounter maps Cragmaw Castle rebuilt, including the upper floor, and underground level. Wave Echo Cave before it was tunneled. A very different looking Redbrant Hideout Ruins of a town similar to Phandalin A swamp and muck version of Cragmaw Hideout Plus new magic items, and more Monsters: 37 new creatures Lore Information on a shadowy Yuan-ti empire A new offshoot of the abyssal demonhive A cult using the stoic ways of stone to evade the Raven Queen's watchful eye and pilfering ways. New players vying for control of the Shadowfell Shadowfell Guide: Information on the plane, its inhabitants, and included with this supplement is the best selling Shadowfell Random Encounters appendix. Easter Eggs Hidden throughout the story are references to Lost Mine of Phandelver. Including references to other hard cover books as well.
Unmerciful is a detective scenario that focuses on roleplay and investigation. It is an event based quest, meaning that things will happen with or without PCs interaction. The DM receives a list with all the murders and details about them, a list of NPCs that are relevant to the case and how, and one of the ways players could track the killer down. A party of any level can be challanged with this scenario and it can be played in any (low) fantasy setting. Adventure Synopsis: The players are hired to find out who has brutally killed Father Marius. After inspecting the murder scene, players can be sure that killer is driven with revenge and that this is only the first murder. Good old detective work brings them closer to the killer, but also to the fact that everything isn’t like it seems. As the body count rises, players must decide whom to aid in the final confrontation, the Church or the Punisher. Published by: Adventurer's Inn
“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53
Stories of the ancint lost city of Carsail and its fabulous artifacts are legendary. Now, the clerics of a seaside town have proven that some unusual items are indeed from the long forgotten city, but two priests and a mysterious stranger are missing. Players must risk life and limb, breathing beneath the water, to find the lost cities of Carsail and Mylduscor, and unlock the mysteries of the murky deep! TSR 9422
The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.
A group of dwarves in the Hulburg region are in need of help. Strange lights have been seen at night and a deadly terror has struck their mining camp. Venture into the ancient ruins and discover the source of this terror before it's too late.
The Doom Desert in the Decanter of Delirium is an exotic OSR romp through a mysterious world of riddles, puzzles, inscrutable denizens. 5e compatible, this love letter to psychedelia is as vivid and beautiful as exciting and surreal. Get wrapped up in conversation with the dead drunks at the last saloon on earth, solve the sphinx riddle and discover the secrets of the Ziggurat, or break bread and wine with whispering harpies or the sun itself. This compelling narrative is written by Austin Holm and captures the exploration, social, and challenge pillars of a great game with the deft prose of a poet. With art by Maya Bee that captures the essence of the adventures many stunning scenes and characters. Your players will thank you for this one.
You are a Dragon Wing captain aboard the Storm Chaser, a huge levitating Skycastle fueled by powerful arcane forces and electrical energy harnessed from storms. When a hostile castle appears from behind a large cloud bank, you are tasked to lead a team to infiltrate the enemy stronghold and take it down from the inside. The forces aboard the fast-approaching threat would overwhelm the combatants and defenses of the Storm Chaser; failure is not an option. Dragon Wing is a battle focused one-shot designed for 3-5 players of roughly 10th level. With beautifully designed maps and a fully guided sequence of rooms and areas, your players will infiltrate the giant stronghold, tackle intricate puzzles and tough combat scenarios with an array of monsters.
Two wizards are engaged in a long-running feud. When the player characters rescue one of the spell hurlers, he asks them to help him finish the conflict once and for all. But do the player characters really want to get in the middle of two very angry wizards? An adventure for four 4th level characters. For 5th edition Dungeons ans Dragons. Features the 5th edition versions of the dread, huptzeen, manikin, osquip, and rutterkin.
For over a decade, the necromancer Malion has hidden in the wilderness, creating golems infused with spirits of the dead in his obsessive search for perfect beauty. At long last, he produced a doll that he knew it to be his final masterpiece, and, knowing there was no mortal soul pure enough to complete his work, Malion prayed to the goddess of love to bring his statue to life. Against all odds, his blasphemous prayer was heard, and the furious goddess sent her servant to bring Malion to justice.
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
Sleepwalking can be dangerous in the town of Aberdale. Pgs. 50-51 & 65
It is an adventure designed to interrupt a party of adventurers who are going from point A to point B. on a message delivery assignment. While on the mission the party runs into a blizzard, pack of wolves, and a rogue band of humanoids attempting a roadblock! Can your party deal with this growing problem and survive?
Sometimes sneaking into the dungeon, avoiding traps and slaying monsters is the easy part. The hard part is getting back out alive. This is a dungeon crawl adventure with a twist, the adventure starts at the end of the dungeon with the party trying to find their way back to safety.
The loss of Skyreach Castle in Hoard of the Dragon Queen was a major setback to the Cult of the Dragon, but still only a setback. The cult is determined to retake the castle and claim Tiamat’s lost treasure buried in its frozen walls and cloudstuff vaults, but they aren’t the only ones. Blagothkus the cloud giant is still the master of Skyreach, and he has gone to the hall of his cousin Brunvild, ice lord of Uldoveld, for the resources to repair and reoccupy the castle. At the same time, the party is dispatched by the Council of Waterdeep to reclaim some of the stolen treasures lost when the castle fell.
The party has been tasked with bringing the head of the fire giant king Snurre Ironbelly to the storm giant lord Krombaalt, as well as capturing the dwarven traitor Obmi Ironwhisper. Delving into Snurre's stronghold, they will also discover the sinister drow manipulating the giants. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower
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.
The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.