A proud paladin’s quest for glory against marauding orcs ends in tragic failure with his disappearance and presumed death. Worse still, an artifact of his faith entrusted to him has gone missing. Can the adventurers reclaim the artifact and force an end to the hostilities, or will the brightest beacon of good in the Western Heartlands be extinguished? Pgs. 28-43
A family has been abducted and the village of Myrehall needs help in getting them back. This is the third adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle A Dark Veil Falls
Welcome to How Not to Host a Murder, a short D&D experience that captures the details of Mike Krahulik (Penny Arcade)'s adventure run at the Acquisitions Incorporated live game at PAX East 2016. The wizard Elminster is hosting a murder mystery party, and you are invited. When you arrive at his demiplane home with the other guests, however, the night quickly turns sour as it is discovered that Elminster has truly been killed! It falls to the party to investigate the death and identify the culprit before they can escape the premises. When they've been identified, it's a race to apprehend the murderer before they can escape amidst the kooky chaos of Elminster's sanctum in this comedic adventure for sub-optimal 7th-level adventurers.
A nameless horror stalks the lands around Triboar. Livestock are slaughtered in the night, children are snatched from their homes, and terror has gripped the hearts of the people. Can you unravel the town’s dark secret before more lives are lost? This is a single session adventure for 2nd-3rd level characters. It includes 15 encounters in an urban sandbox, and a terrifying climax! Includes a Guide to Triboar and a new and original Map of Triboar by Daniel F. Walthall!
This sequel to issue #87’s ”Raiders of Galath’s Roost” takes the PCs back to the Dales region, where they must uncover a plot to destabilize the region. Zhentarim agents from Zhentil keep are disrupting trade along the Moonsea Ride, while drow from the forests are slaughtering merchants and taking their goods to sow discord between the humans of Misteldale and the elves of Cormanthor. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. Pgs. 48-68
The Cult & the Tribe Lizards and Goblins and Demons, Oh My! DUNGEON MODULE T1: THE CULT & THE TRIBE Goblins weilding magical blue fire are attacking the peaceful lizardfolk in the swamps near Timbertown. They've come to the humans for help, and Baron Ferrand needs heroes to head into the swamp and find out what's happening. As if that wasn't enough, demons are roaming the countryside, summoned by cultists of the Fraternity of Tharos, one of whom is secretly an important person in the town. Can you help the lizardfolk and keep the town safe?
After the first expedition to locate an ancient tomb was prematurely ended by monsters, the Search and Locate Treasure Consortium is doubling down. Camp established, they are looking for adventurers to make their dreams come true, but the leader of the Consortium is hiding something. Will the characters be able to avoid the Man Slayer tribe that destroyed the first expedition, help Larazmu settle his internal struggles, and locate the tomb that they have been searching for without getting into Moor Trouble?
The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast expanse also maintain major navies and trade fleets. A plethora of creatures and humanoid races typically found in the ocean depths live there, including sahuagin, sea elves, merfolk, and locathah. This is a story about what happens when a normally peaceful species is pushed to the point of open conflict. As elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their number to strike back and defend their homes and families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters.
A sinister demon Fledgling trying to become a mighty Nabassu lures the adventuring party to a dungeon with a cruel history. The dark walls of the dungeon holds more terrors than just scary monsters and deadly traps. Will the adventurers figure out that they are nothing more than the next meal before reaching the waiting demon of the dungeon?
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.
Riches beyond imagination await! Buried decades ago, the great treasure of the notorious Captain Jadescale is waiting at the Mistcliff. Though the exact location of the treasure is unknown, it’s said that the owner of the Shore of Dreams has clues about the location, although nothing is ever that straightforward when it comes to treasure. Can you unearth the secrets of the treasure of Captain Jadescale or will you be undone by its mystery? This 3 - 6 hours adventure features: • 18 pages full with social encounters, dungeon crawling, puzzles and a hint of mystery • custom art and handouts for your players • custom map with a DM and a player version • custom TashMob paper miniatures • new monsters, npcs & magic items A Dungeons & Dragons adventure for characters of level 5 to 7.
The Clockwork Queen and the Dame of Dirt have been fierce rivals for years--but a brazen abduction sees the situation escalate dangerously. To put matters right, the party must scale an ever-changing clockwork tower full of weird magic and mechanical mayhem, and attempt a daring rescue!
In the search for allies in the Underdark, you are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. Can this be the cure for the rapidly spreading onslaught of insanity?
A serial killer is stalking the unsavory citizens of Baldur's Gate and freezing them solid! Discover who or what is responsible for these chilling crimes and unravel the killer's twisted motivations in this adventure for Baldur's Gate: Descent into Avernus! This adventure includes: 1 New Neighborhood for any Urban Location, 1 New Creature, 3 New Magic Items, 5 New Shops & Taverns, and 12+ New NPCs!
Janos Meer, the powerful underworld figure known as the Beggar King, has vanished. Gribbits - Meer’s right-hand goblin - has tasked a group of neophyte adventurers with getting to the bottom of where his boss has gone, and why. This is easier said than done, of course. The explosive destruction quite accidentally meted out by the Dragon Friends some months prior has made their city a dangerous place. It’s up to the adventurers to follow the clues through the urban chaos, unravel the mystery of the missing Meer, and maybe - just maybe - expose a conspiracy greater than any of them expected. The Gribbits Detective Agency is a Dungeons & Dragons adventure for four 1st-level characters.
On a nameless, featureless demi-plane the Tarrasque rages across an all-encompassing nothingness. Last seen on Faerun a century ago during the cataclysm of Odobaz, the battle mage order of the Eldritch Storm sacrificed itself to banish the mighty titan to its demi-plane prison. Now a foul power emerges in the High Ice and nightmare visions of the Tarrasque trampling cities wrack the minds of the living—can your adventurers defeat the Horror Under the Mountain?
Under the Flooded Forest grows a toxic maze of magical fungi called the Nidus. From this horrid realm a cult has struck a terrible blow against the wood elves struggling to regrow the trees in the forsaken swamp of the Flooded Forest. The elves, on the brink of extinction, need the adventurers to navigate this deadly labyrinth and recover a precious object. But the tunnels here crawl with spore-laden beasts and demons, and the very air itself is poisonous.
Some Secrets are Worth Dying For Feel the cold touch of death in this adventure for the world’s greatest roleplaying game. In Icewind Dale, adventure is a dish best served cold. Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night? Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.
This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen. This module includes a detailed description of the Elven village of Reitheillaethor including it's NPCs. It can be run either as a continuation of the adventure started in "Menace of Merric", as an extended stand alone adventure or the three individual tombs included in it can be run as short one-off adventures.
Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.