"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. Mind Flayers are working to escape justice in Sigil, and so the Mercykillers have asked the characters to step in and kill them.
The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land.
Questing through the forest, you will be tested. Which side will you take between a wizard and the Keepers of the Veil? Will you be able to find the materials necessary to help cure your friend of the ancient evil that assails him? And when it comes down to it, what are you willing to sacrifice for your beliefs? Third Time’s the Charm picks up where Second Glance left off and invites the PC to find a wizard who can help heal the Crystalline Curse slowly paralyzing the PC’s friend and protector. As the party grows closer on this adventure, learning to depend on one another, they must also navigate the Veiled Wood’s changing landscape, deciding who they can trust and who they will help as much lies in the balance. Though this was written as the third installment in the Crystalline Curse Trilogy, this adventure can be inserted into any campaign setting and scaled accordingly. Third Time’s the Charm is part of our mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a third-level character in a one-on-one 5th edition D&D campaign. Everything you need for your own two-person game is inside! This product includes: -A 3rd or 4th-level adventure adaptable to any setting -Stat blocks for one new creature and two NPCs -A region map, two sitemaps, and a hand-drawn dungeon map to aid the PC’s investigations -A fully realized forest region with fleshed-out NPCs and places to explore -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -Four custom magical items And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. Published by D&D Duet.
Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185
Manthrak's Malicious Steamroller After an experiment with a teapot goes wrong, a wizard's tower rolls through the forest, crushing all beneath it. Its owner, Manthrak the Meticulous wants it back. It's up to you and your companions to stop the tower's rampage before something even worse happens. Manthrak’s Malicious Steamroller is a short, high-octane one-shot adventure module for a party of four or five 4th level characters. With no setting specific details, it can be easily dropped into any campaign, or run on by itself for an action-packed escapade. Included: Full-color 13-page PDF Virtual tabletop maps - Gridded & Non-gridded Accessible & print-friendly PDF A fun, unforgettable experience
A short starting adventure that takes place in an urban location. Ideal for 3-4 characters starting at Level 1 Your first day on the job and your brand new adventuring party step into a mystery to be solved. This adventure is ideal for for 3-4 level 1 characters. Playable as a one shot or the start of a larger campaign. The characters are sent to pick up gear only to find it has been stolen. This urban adventure set in Waterdeep but easily adaptable to other urban settings. The adventure comes complete with the following: Full PDF adventure file. - 7 Parchment style DM and Player maps ready for VTT use. - 7 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
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.
Ahoy, mateys! Join Captain Moonlight and her crew aboard the Dawn Chaser for swashbuckling adventures on the high seas. You'll fight pirates, tangle with storms, explore a ship wreck and confront an ancient power on a lost island! This easy-to-run adventure is designed for 3rd-4th level characters, and can be completed in 4-6 hours of play. This adventure was co-created with critically acclaimed DMs Guild author, Anthony Lesink. It includes several original maps by Daniel F. Walthall.
The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror
Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. An Adventurer's League Four-Hour Adventure for 5th-10th Level Characters.
Stars Over Stormwreck is a short adventure for four to five characters with an Average Character Level of 4. This product is designed to act as a bridge adventure between the Dungeons & Dragons Starter Set adventure Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space adventure Light of Xaryxis. Dragons of Stormwreck Isle takes characters from 1st level to 4th level, while Light of Xaryxis begins at 5th level. During Stars Over Stormwreck, the characters travel from Stormwreck Isle to the city of Luskan, with the challenges of that journey taking them from 4th to 5th level and preparing them to enter the adventure in Light of Xaryxis. This adventure assumes you already own both the D&D Starter Set: Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space boxed set. About the Adventure As a new group of heroes engages with the challenges and revelations of Dragons of Stormwreck Isle, the discovery of a mysterious relic from another world suggests that even greater adventures lie ahead. After their Stormwreck trials are done, the characters take sea passage to Luskan on the trade ship the Western Wind, hoping to learn more about the mysterious egg that’s come into their possession. The trip will not be easy, though, as an attack by sea-elf cultists, the threat of mutiny, and the escape of dangerous creatures from the ship’s hold all threaten to cut short the party’s journey. And all the while, strange storms of shooting stars appear across the night sky like some sort of prophecy—but of coming glory, or of imminent destruction? Stat blocks are included, as well as an Astral Sea Encounter Generator Appendix and a Wildspace Generator Appendix, supplying you with new DM tools for your Spelljammer campaigns.
Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!
Katha is a fully built city with nearly a hundred NPCs, dozens of shops, and many different factions all vying for power over this growing city. Katha is a growing city-state that can expand (or regress) in any direction depending on the choices of your group. It can easily suit any party of any size or level but is designed for mid-level parties with money to spend. The city will grow (or shrink) and change at the party's every move, making it a city full of potential. The document also includes a map and key for the city, four stat blocks for two major NPCs, a new monster, a boss fight, and a dungeon map. Katha is designed to be placed into any setting with only minor alterations. Advice for how to fit Katha into your setting is provided throughout the document. Included is also a plotline that can span anywhere between four and ten sessions. The Cult of the Storm, a mysterious and millenarian cult, hopes to bring about the end of the world so that it may be reborn. Several of the groups and NPCs in Katha are secretly working for the Cult. Will your party realize that they are accidentally helping them in time to stop the Cult from assembling the four parts of the weather control artifact and starting The Storm? The plot will also develop the city and reward your party not with wealth, but with property and the ability to build what they want and invest their time and energy into growing Katha.
DC-POA-PND-4 Eateat Go Home? (Part 3 of the Strange Case of Erland Forsk) A small girl confides in you that she found a secret friend, and that she needs your help in getting him home. Will you be able to keep him safe while mysterious agents search for him? A Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8. Using the DungeonCraft seed The Littlest Squidling ``` You could be happy here; I could take care of you. I wouldn't let anybody hurt you. We could grow up together, E.T. —Elliott, Movie E.T. ```
Wicked forces conspire to usurp the power of the Raven Queen, god of death, by unraveling the foundations of reality. To prevent this cosmic coup, mighty heroes must survive an epic journey into the Shadowfell's timeless core, where all things find their end. The beginning of the end of the original 4th edition adventure path (although ties are very light to the heroic and elite tier adventures). The PCs must first prove themselves worthy to act as the Raven Queen's agents. They will then be sent to Death's Reach, a graveyard and dumping ground from the Dawn's War. There, they must fight through the Black Star Host- powerful elemental beings, to prevent Orcus was resurrecting a primordial, Timesus the Black Star. One notable encounter is a random encounter with the Worm of Ages. This huge worm has the ability to swallow and rules for moving creatures from its maw to its throat, gullet, and into the stomach.
You and your cohorts have pulled into Free Haven, a port city in the northern reaches to settle down for the season. Your respite is short lived as word reaches the city that a small community further north has been attacked by humanoid raiders! Refugees from North Port have arrived and report their community has been sacked. There is little hope of survivors and the fear is that Free Haven may be next. With little else to do, it is time for the party to put on their “hero caps” and save the day!
Rising from the surface of a massive lake, an ancient ziggurat travels through time for purposes unknown. It’s up to the characters to enter this strange relic and discover what dark threat the structure poses. The Ziggurat Beyond Time contains advice for customizing the adventure for your own campaign. It also contains an artifact, the Deluvian Hourglass, that has time-related properties and wishes to witness the end of the world. Pgs. 23-55
The idyllic town of Evershade is about to get a lot less peaceful. Nestled in a small valley near the border of two kingdoms, Evershade is a small but prosperous town. But ranchers have been finding their livestock slaughtered, with no idea what's behind it. What begins as a simple mission to scare off a predator, turns into a race across hills and mountains to prevent agents of evil from destroying a future force for good. Includes A adventure for 4-5 characters of 3rd to 4th level A regional map of the areas surrounding the town of Evershade Descriptions of the town of Evershade and several of the notable NPCs that live there A map of the dragon's lair on a cliff near the sea Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT Published by Goblin Scrawl Games
(NB: this adventure is set in a desert in the broader 'Nentir Vale' world, but not the Nentir Vale itself) Eladrin raiders led by the Half-Elf Emrett Mazrid have been trying to uncover the secrets of immortality. Disgraced academic Mazrid has discovered an obelisk in an oasis guarded by a sphinx, and is preparing to sacrifice their academic rival Voor as part of the ritual. Save Voor, the obelisk, and the oasis!