The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets
The Hardest of Hearts is a gothic horror adventure for 4-5 characters of 5-6th level. It can be played over the course of 6-8 hours and should roughly take one playing session if the party is quick, or two if the party is progressing slowly. This is the first part of the Carnival of Lost Souls campaign. It can also be played as a standalone adventure. The Hardest of Hearts features: - Exciting journey through the cold wilderness of Lamordia, which features a special travel system and survival rules - Exploration of the old mansion which has been taken over by the vicious local gang - the Corpse Collectors - Several custom diseases to challenge your players - Moral dilemma at the end of the adventure which the characters will have to solve - New custom monsters to make combat encounters truly memorable and exciting - High-quality maps, also available in universal vtt format Look out for the next adventures in the Carnival of Lost Souls series: Dementlieu: Dance with the Devil, Kalakeri: The Forbidden Temple and Valachan: Hunter’s Moon! They will be released over the course of the next two months. Once all four adventures are out, we will also release a special Campaign Guide, which will explain in detail how to best set up and play the campaign. However, if you want to start your campaign right now, don’t worry - we have included a short appendix at the end of each adventure which will explain the basics!
Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?
A Heart in Mourning is a dungeon crawl and survival adventure that takes the party through the mists into the strange and dangerous Mournland, where they encounter threats both environmental and living. The party has been given a map with the task of retrieving the Steelheart from Ash Tower, where the Provost’s research has led them under direction by Guild Handler Lhara. Their destination lies in the middle of a manifest zone of Shavarath. Once there, the party will have to survive a tower climb filled with fiends, demons, and more in order to retrieve the Steelheart, a powerful artifact guarded by a powerful guardian.
Just Add Water is a sewer-based dungeon crawl that can be easily inserted into any adventure. All you need is a location with a sewer system and a reason for the party to explore it.
As your experience is beginning to get noticed, a new problem has come to Lakedale. Reports of the profitable Andall Mine to the south is under attack by humanoids. Gather your cohorts…looks like it is time to go back to work and see if you can boost your fame!
The players get more than they bargain for when answering a night-time call for assistance from a mutual friend. Can they escape the githyanki prison known as the Crucible and find their way home from the Astral Plane? Designed for characters of 5th to 9th level, the Crucible can be played as a standalone one shot adventure, or as the first in a four part series of connected one shots that see the party fight their way to hell and back.
This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.
"You enter some sort of corridor, but it is a far departure from the airship hallway you expected. The walls and ceiling are rusty chain-link fences and the floor is a corroded mesh of iron slats. Beyond the fence is a void of black, unmoving emptiness which carries the faint scent of ozone and rotten meat..." Inspired by horror franchises such as Silent Hill and Saw, Flight of Madness is a one-shot horror adventure in which the players must venture though an airship which has been warped by the plane of Xoriat--also known as the Realm of Madness! During the adventure the players will attempt to save the crew from unspeakable horrors, uncover the nature of the madness that has afflicted the ship, and face off against the one who appears to be responsible for all of this. But is everything as it seems? The adventure is for four level 5 players and is expected to take around 5 hours to complete. It is a great introduction to the darker side of Eberron for DMs and players alike. • An exciting mystery to unravel, with multiple interpretations and endings • An alternative to the madness mechanics provided in the Dungeon Masters Guide, which is integral to the final encounter of the adventure • Two terrifying new monsters: the winged torso and corrupted captain • Detailed battle maps as well as a map of the ship • Newspaper hand outs for the end of the adventure • Terrifying monster art WARNING: This is a horror adventure aimed at mature audiences and as such includes extreme violence and disturbing scenes. Before running this adventure it is recommended that you confirm that your players are comfortable with the adventure’s contents.
She ran. Where to or for how long, she really couldn't say. The little flame of her oil lamp sputtered and went out a few times. She'd snap her fingers and make the wick flare to life, but she may as well have ran blind. The hallways were pitch black with soot and choked with smoke, every turn was a guess and every corridor a gamble. Unnatural screams echoed from every direction. Left, right, left again, was this the south or north end of the labyrinth? She had no idea. The next turn brought her face to face with a doorway completely consumed in blue fire. The room beyond was so bright she had to look through her fingers at it. A shadow covered her, a shape in the doorway: a hulking creature with a wolf-shaped muzzle and enormous pincers for hands, wreathed in the same blue flames. The screams were getting closer behind her, too. They had her cornered, again. The demon slammed its shoulders through the narrow opening, splintering the wood and stone. She dropped the lantern and let the wand in her sleeve fall into her waiting hand. With a word of power and a gesture, she appeared in the familiar bedroom: stuffy and reeking of wood smoke. She'd have to try again tomorrow, if she could remember. During an exploration on the sixth level of Undermountain, a strange invisible creature leads to a series of collapsed chambers that hide a forgotten secret and one of the most devastating forces known to the multiverse. Marambra Nyghtsteel, the forgotten apprentice of Halaster Blackcloak, has been locked away for an age deep within Undermountain. What point and purpose her forced seclusion has, only Blackcloak may know. When a spell consuming blue fire, known as The Spellplague is trapped within the chambers, a series of events have left Marambra, lost in her madness, struggling to survive.
Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!
Order of the Goat is an introductory adventure that is 1/3 of a mini campaign designed to take a group of PCs on the road to 6th level. The Kingdom of Neville is an aging monarchy that is currently being attacked from all sides. The current threat that the PCs will be dealing with is a group of brigands known as “The Triad”. This group is coming out of the wastelands and are attempting to cut the kingdom in half so that they can take it as their own. This adventure offers a wide area to be investigate with multiple encounters of varying difficulty. While best used in conjunction with the other adventures, it can easily be dissected as one-shots or as a quick scenario in your own campaign!
For over a hundred years, Skyhold Tower has floated harmlessly above the lands of Faerun. But now it is plumeting toward the earth - directly at Neverwinter! Our heroes have been urgently recruited to enter the tower and avert disaster - but can they uncover the shocking secret of Skyhold Tower before it's too late?
A city of burgeoning technology beset upon by intrigue and insurrection, Samon has been a thorn in Emperor Hitoshi's side since suffering in the rebellion against the Kengen Occupation, its wounds still fresh on the minds of its citizens. It is not beneath the notice of Hakaisuru Bengoshi however, and the adventurers are ordered by one such official to make certain that the Tazuki Rail company's doings are not curtailed by its increasingly aggressive laborers and their shadowy union, the Fangs. Little do they know that the bite of the fangs carries a far deadlier poison than any worker's ire! What you’ll find in Mists of Akuma: Fangs of Revenge: A complex cast of 20 NPCs beautifully illustrated by Nathanael Batchelor interwoven in an impressive tale of deceit, false trails, intrigue, and lethal adversaries The city of Samon, a settlement in the northern prefecture of Hakaisuru and home to Soburin’s most prosperous railroad company Four maps by cartographer Mike Myler: an isometric view of Samon, an isometric map of the Tazuki Rail Offices, a combat map of the Chujiang Gardens, and a combat map of the Tazuki Rail Basement The dangerous Mists of Akuma and the new misted condition The hengeyokai race and kitsune, nezumi, usagi, and (new!) hebi (snake) subraces The adeddo-oni and true hebi templates as well as a coterie of statblocks: adeddo-oni hunchling, adeddo-oni mage, adeddo-oni ninja, adeddo-oni samurai, factory worker, nuwa the brute (a true hebi), wajdet the charlatan (a true hebi), the many-faceted hengeyokai ninja, and the hebikontorora snake woman
Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving — all the elements of a classic D&D adventure in 4 hours. Don’t be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase you’ll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so they’re easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!
An anticipated rematch between the Reghed Nomads and the Goliaths of Wyrmdoom Crag is interrupted by disaster as one thing after another goes wrong! It falls upon the party to pick up the ball when others have let it drop! A DungeonCraft adventure using the "Goat-Ball!" seed. A Four-Hour Adventure for Tier Two characters (levels 5-10). Optimized for APL 8. Somebody Dropped the Goat-Ball originally debuted at DungeonCraft World Tour on May 2021. Included are VTT-friendly maps and handouts in separate files to help with running your games virtually. I also have a printer friendly version included of several of those maps for those that prefer their works to be printed on the flesh of dead trees.
The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.
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
Detailed encounter, easily convertible into an adventure. Starts from investigating ambushes on the mountain pass and quickly escalated into a more twisted story about duergars, alhoons, and treasure vaults. Setting-agnostic (classic fantasy - best)
A quick-paced exploration of the magic tower, home to the great Solomon, the Master Conjurer, an expert in fiendology. Adventurers have to find Control Orbs to disable the tower's security system before it destroys them, and discover the secrets of the tower in the process. Their progress will be ushered by a seemingly helpful entity with nefarious intent - Zarloxar, the blue Abishai. The success of adventurers could also finally spell freedom to the fiend... or not if players, under stress, will realize the trickery in time. Part of "Detailed Encounter" series - each "Detailed Encounter" - features new monsters with unique stat blocks, new magic items, a custom battle map, and detailed NPCs. It also has story hooks and advice enough, to quickly turn it into a separate adventure!