Several days ago, a colony of myconids were born from the gloom and rot of a swamp near a small fishing town. They found a place to form their new colony, and settled on a crumbling mausoleum in a long-forgotten graveyard. Their rapport spores have been spreading unchecked, and have begun to infect the dead buried underneath the marsh. These dead have risen as spore servants, which the myconids are using as watchdogs to protect their new home from unwelcome intruders—like the adventurers. In this encounter, the characters stumble upon an old country graveyard in the middle of a swamp. When they investigate, they fall under attack by the living dead! Once they fend off their undead assailants, an investigation of the mausoleum reveals the true villain behind the attack: a group of mycanoids that infested the corpses with their spores, turning them into telepathically controlled puppets. From here, the characters can either negotiate with the mycanoids or kill them. This encounter’s three acts are: The Discovery: the characters find an abandoned graveyard. The Trial: the characters are attacked by undead. The Revelation: the characters learn that the zombies are really mycanoid spore servants, and can try to reason with the mushroom-people or destroy them. Either way, there’s treasure!
Deep within the blasted desert wastes a mysterious black tower has been sighted. The structure is not marked on any known map and has not been seen in this location by travellers in the region, yet there it stands. The adventurers set out to explore this ancient, isolated tower that appears ripe for the plundering. Within they face a gauntlet of insidious traps and supernatural horrors. The deeper the adventurers delve, the more secrets of the tower’s origins they uncover. The tower’s sinister creator does not rest easy in his arid grave – the adventurers must face him if they are to survive the Tower of Screaming Sands. Also included in “Tower of Screaming Sands”: Five deadly new traps: The Chamber of Ten Thousand Teeth, The God’s Grasp, Chamber of Flooding Sand, Hall of Arcing Blades and Descending Stone Block. A new monster – the scorpion swarm. Rules for whirlwinds, a new magical hazard GM tips for running overland travel.
The Chinese legend of Lady White Snake, like a serpent shedding its skin, is a tale that’s been renewed many times. At its core, it is a tale of a water snake granted magic and human form when a mortal man drops a god’s gift of immortality into the river. It is a story of friendship in which the white snake saves a green snake’s life and shares her powers. It is a story of jealousy in which a turtle spirit covets their immortality and plots against them. It is a story of selflessness in which the white snake sacrifices all—trapped in a pagoda for eternity—to save, from the turtle spirit, the same mortal man she’s grown to love. But in some retellings, it is a story of evil and good, Lady White Snake, an evil demon, and the turtle, a well-intentioned monk. Or it is a story of treachery, the green snake betraying her closest friend. This adventure embodies the multi-faceted nature of the original legend transformed over centuries. The town’s healer, Lady White, has been captured, and everyone in the village has a different story to tell. It’s up to the characters to decide who they trust, what they believe, and what they’re going to do about it.
What makes Heroes into Villains? Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria? Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home. Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
Anea, the Amazon queen, and her warriors have helped neighboring king Eriklius defeat the usurper Todeuclis. When king Eriklius ascends the throne he covets the hand of Anea, but she refuses. In a fit of rage he sends his warrior Euclatis to destroy her palace and the surrounding town of Gythaclea. Anea—gravely wounded—pleads with Nyx, Greek goddess of the night. She asks for the power to take revenge. Her plea is granted, at the cost of being turned into a medusa. As rumors spread that Anea is still alive, the heroes are sent by King Eriklius to retrieve her. It seems an easy mission, but they soon discover all is not as it seems... Pgs. 157-163
Your group of fledgling adventurers has come together from their respective backgrounds to seek out their fame and fortune in the wilderness. Upon their initial foray they uncover the lost ruins of a forgotten city. Little do these young adventurers realize that they may come into contact with a page and cover of the relic known as the Codex of Gamber Dauch!
In the fourth installment of the Into the Underdark adventure series, characters come face to face with the heretofor unseen puppet master behind most of the strife and chaos in the Shadowed Hallows, Gyldrith the Chosen, a dreaded deep dragon! Includes: Three all new maps of Gyldrith's lair, and those of her minions Two all new monsters, the Ancient Deep Dragon and her Warlock of the Deep Dragon A new player option, the Deep Dragon patron for the Warlock Class. Unnumbered maps suitable for use in your favorite VTT Continues the story from Into the Underdark Part 1 - The Descent with areas and NPCs from The Shadowed Hollows Gazetteer
En garde! "Go away, or I shall taunt you a second time!" A duchess recruits the party to deal with a monstrosity. Pgs, 60-67
People keep asking for "beginner" dungeons. Everyone can name "classic" dungeons - Tomb of Horrors, Barrier Peaks, Ravenloft, etc. - but in order for those adventures to make sense, there needs to be some sort of introduction. It's like all the adventures we have are Bach concertos. People keep writing amazing works of staggering genius, but someone needs to write a book on how to play the piano. I had the same questions, and since I couldn't find anything satisfactory, I decided to write the kind of dungeon I would have loved to find. I wanted to write the best basic OSR dungeon for beginners that I could, and I also wanted to show the design process. If you like this dungeon, please share it, tell people about it, print copies and leave them lying around local game stores, or email this post to friends who have "always wanted to try D&D but don't know where to start". The entire thing is and always will be free.
Dive into a mystery in Lake of Secrets, a darker magic fantasy compatible with any setting. When the sovereign of a war-stricken kingdom goes missing, characters must brave the castle dungeons to find them. Death stalks the dungeon walls and dark deeds come to light as the characters uncover the story of a terrible sacrifice. Designed as a 3-4 hour adventure for 1-6 players of 3rd-5th level, Lake of Secrets is a fresh narrative that explores themes of false promise and isolation, offering characters a choice that will decide the fate of an entire realm.
"While staying in the quant rual town of Keswig, the PCs are approached by a troubled young woman named Elexa Justheart. Elexa has just returned from the Galhanor Crusades--a war fought against giants and humanoids in the distant Galhanor Mountains. After serving six months as a cleric in a series of major battles, she recently arrived home to find her uncle's castle occupied by evil brigands." -- from the module. Includes overland maps and maps of the tower and castle.
This item was originally created for MaceCon 2018 but has been rebranded as part of the Artifact series. The party meets with the religious leaders of Liverpool and are tasked with recovering a three part artifact known as the "apparta". Their journey takes the PCs through time and space with some rather high level obstructions to deal with!
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
The Proving Glade is a one-shot adventure meant for parties or duets. Your characters arrive in a small settlement that has a big problem. The forest, its lifeblood, has seemingly withdrawn its bounty. Others have gone in, only to return hours later confused about how they got out. Will your party have the wherewithal to navigate the treacherous forest, pass its surprising tests, and uncover what’s truly going on? I wanted a forest adventure that felt alive and busy. I also didn’t want every encounter to be solved with the swing of a sword. The Proving Glade is about questioning value, morality, judgement, and redemption. This adventure was written as part of the Summer 2019 RPG Writer's Workshop. We also submitted In the Heart of the Forest. While these two adventures are not necessarily connected, they both involve navigating difficult and dangerous scenarios in a forest and could naturally be strung together. This Product Includes -A 3 to 4 hour one-shot designed for parties or 1-1 play. -A new Sidekick stat block: Daelin Hoofbane, ranger extraordinaire. -A new custom creature: the mysterious and powerful Alseiad, a glade nymph of incredible beauty. -2 new maps: One region map for the forest around Quaervarr near Silverymoon and one battle map for The Hydra's Mire.
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
In this small 25 page Gothic Horror adventure module, find the secret of the small village of Vaukelberg, where disappearances have led to a mysteriously empty town. Something is buzzing in the wheat fields, and the adventurers may not be hardy enough to survive the horrible Vander Cainse's idea of Perfect Corruption. Perfect Corruption- a 5e SRD adventure for levels 3, 7 or 12. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring 6 original statblocks, find out what horrible creatures lay in hiding in this horrifying Dungeon Short.
Minotaurs are fond of mazes, but rarely build them. Hex is an architect, engineer, and overlord all in one. A self-declared "Minotaur Lord", he is the only one of his kind known to exist. His lair is all he has, a gargantuan, ever-expanding labyrinth in which he keeps the spoils of his many conquests in youth. Now an ancient veteran, he works tirelessly to keep his hoard safe and to entice new adventurers to test themselves against his gauntlet of lethal traps. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 33 pages (pg 110-143). Published by 2CGaming
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
INTRODUCTION Some say the world is dying. Others say the desert is growing. In either case, merchants and princes always desire new ways to cross the Great Sand Sea. Today, someone has found a way to fly over it. Who will tempt fate and join the maiden voyage of the Desert Angel? No one knows what dangers or treasure have lain hidden in the heart of the desert for all these eons. If you survive, you will be the first. ONE-SHOT This adventure is intended as a one-shot, but it can easily be inserted into a campaign. Any time your players wish to travel to a distant city, you can simply say there is a large desert in their way, but luckily there is a new flying ship they can travel on. Good luck with that! DESIGN NOTES This adventure is intended for low-level characters (1-3). It is primarily geared for social encounters and combat. It runs 2 to 5 hours. Players ride a flying ship across the desert. Monsters attack. Passengers plot treachery. Mysterious locations appear. You can keep the tone serious or play up this ridiculous sequence of disasters for laughs.