This Christmas themed adventure is a straightforward adventure for level one PCs. Players adventure from a town where they are attacked in their sleep by animated presents, travel up a nearby mountain and discover a hermit's house where they fight snow elementals, living trees and explore the hermit's home. Eventually they discover the evil hermit in a secret room below the home. This adventure contains a lot of help for newer DMs.
The Blood of a King The king is dead. All hail the king! The nomadic cattle-herding tribes of Shoma now meet at the Horns of Ngura to sacrifice gold and choose a new tribal king based on a series of ritual ordeals. Will you sneak into the temple of the Bull-God to steal its treasures, or will you participate as a champion in the Trials of Ngura? Savage Swords and Sinister Sorcery "The Trials of Ngura" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition.
The Legend of the Black Monastery Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story-tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins. The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation. The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms. Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms. With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery. From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery. Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more… People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals…people without influential families…but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields. Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God. These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members. The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers. The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war. The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and magical energy. The Black Monastery was never actually taken. The king’s forces drove the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire. Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed. But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first. There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery.
"Mysterious Ways" is a D&D adventure set in the Holy Land (Israel and Jordan) during the time of the Crusades (1114 A.D.) in an alternate-Earth setting. This is a world where the portals to otherworldly realms, particularly the Lower Planes, are closed--sealed shut by the power of the True Cross, a holy relic sought by evil thieves who would see the gates to the Lower Planes flung open. Magic exists in this alternate world, but it is less prevalent than in other D&D campaign settings. This paucity of magic serves the core of the adventure's storyline and should be preserved, if possible. This adventure is designed for a party of four 7th-level player characters (PCs). It is recommended that the party include at least one lawful cleric or paladin. Consult the "Adapting the Adventure" sidebar for ways to incorporate the adventure into generic D&D campaigns and modify it for higher or lower levels of play. Pgs. 84-112
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.
The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!
From the magazine: "'That's right," said the druid. "You must steal the giant's cauldron - without harming him in the slightest.'" The adventurers are sent on a mission to reclaim the legendary Cauldron of Plenty for a celtic inspired kingdom. This magic item is kept by an intelligent Verbeeg called the Bolg Mor. A secondary goal is to discover the command words for the cauldron in the cave system. There is a curse on the cauldron, stating that violence breeds violence; he who slays the owner of the cauldron and steals the device will also fall prey to acts of violence. Players are encouraged to attempt to roleplay and negotiate with the villain to gain the cauldron.
The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?
Get in the carriage, strike a power chord, and cast a fireball. Tritonia is the first of a three-part 5th Edition Dungeons & Dragons adventure where first level players assume the role of a touring band in a world controlled by the maligned artificer Lord Spootify. Combat rival bands and nasty monsters alike in this indie-rockified fantasy RPG module. Whether you’re in an actual touring band and looking for a game to play on the road, or just a group of D&D players looking for a fun and novel campaign -- Tritonia riffs on classic D&D adventuring and modern music culture for unique encounters and a sonically inspired quest like no other. It features: A band name generator for crafting the coolest stage moniker A band-building guide with 12 dynamic personalities. Play as unique archetypes like the Talent (the dude who shreds), De Facto Manager (who does all the work behind the scenes), and The Kid (who recently learned how to play the lyre and is just excited to be here) Background on the rich world of Tourmaline Valley. Learn about Lord Spootify, the mysterious Accelerators, and the creation of the Stream Stone 16 Rival Bands including Chaotic Neutral Milk Hotel and A Couple Two Three Directions Memorable NPCs and baddies like Hank & the Hecking Hecklers with engaging backstories and motivations Music inspired magic items including the Strings of Magic Missile Optional rules to enhance the band’s abilities and the game aesthetic Various callouts and references to modern indie music culture, bands, and the rock & roll lifestyle A good ol’ fashioned twist
The activities of the party have caused enough chaos to warrant their arrest. With the Felicity Triskelion confiscated, the adventurers await trial at a remote Azorius Arrester Station 13 in Precinct Four. Unfortunately, they are not alone in the holding cells. When a prominent figure of a brutal Gruul clan is also incarcerated, the Gruul lay siege to the Arrester Station. Other parties, interested in the power of the Felicity Triskelion, join the fray in hopes of making off with the relic. When chaos rises in Precinct Four, will the party survive?
This adventure has been designed as a one shot adventure for 4-8 players, pregen 5th level characters included, in 4-6 hours. It tells a classic story of the "good" races oppressing the "dark" races, with their warlike expansionist ways.
You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. Are you powerful enough to keep the mind flayers from enslaving your people once again? You’ll have to race across the planes to find out. A six to eight‐hour adventure for six players.
In preparation for the Magister's Masquerade, the students of Strixhaven must create and present themed outfits at the Silverquill Fashion Show. A fellow student offers to design truly unique and magical outfits for the characters, but first he will need special materials infused with magic from the snarls. Recover materials to craft magical fashions within the lair of a brand new creature—the Snarlmoth—in this short adventure set during Year 3 of the Strixhaven campaign.
Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don’t dare to challenge the terrifying finality of Death. Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death’s hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and – when all else fails – willing to test your blades against Death! A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death’s service.
Men always seek the blood of monsters. Some spill it to avenge their massacred families. Others swim through an ocean of gore to find treasures worth the envy of kings. A few know blood can be a priceless treasure in and of itself. Alchemy has long used the lifeblood of monstrosities as arcane fuel, and of all the legendary beasts, the blood of the gorgon holds the most secrets. Few know the blood's darkest lore, its ability to draw out the monster within every soul. Those who drink gorgon's blood are forever changed, and the darkest horrors of their mind unleashed. The heroes hunt a deadly murderer who stalks the streets of the Free City of Zobeck after nightfall, and cross blades with a guild of monsters who rule the city from below. Lucky heroes might risk no more than their lives. Unlucky heroes must wager their souls in a game where monsters and men dance close enough to share their blood and their fate.
The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.
Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game! Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure. Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy. Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer. Includes: Frozen Sick: https://www.adventurelookup.com/adventures/frozen-sick Unwelcome Spirits: https://www.adventurelookup.com/adventures/unwelcome-spirits Tide of Retribution: https://www.adventurelookup.com/adventures/tide-of-retribution Dangerous Designs: https://www.adventurelookup.com/adventures/dangerous-designs
A ten-part, fourthcore megadungeon designed to take a party of 4-6 players from level 1 to level 10. The Voice of All spoke three times before falling into silence. The first time to give shape to the Ancients. The second to give them the world as their domain. The third to build the TOWER for the war that was to come. And war did come. The Ancients, primordial warriors charged with protecting the world, were subverted by three great crusaders, vindictive and powerful. The Ancients were stripped of immortality and cast from the heavens to serve and suffer with the rest of humanity. The crusaders claimed new bodies for themselves, and became the Triumvirate, god-tyrants of all realms. The long line of descendants of the Ancients is dwindling, along with humanity’s last hope. What few remain have gathered to enter the TOWER OF THE ASCENDANTS. Crumbling stone tablets of ages forgotten say that a mortal who ascends the TOWER that pierces the heavens and slays the gods who dwell in its highest bower will reclaim lost immortality.