The nearby jungle is growing at a disturbing pace -- overnight, whole villages have been swallowed up by creeping vines. Rumors say the source is a corrupt and powerful temple deep in the jungle. In reality, the blight lords of Talona created a monstrous corpse flower and imbued it with the power of a cursed gem from an ancient temple of their goddess. After the blight lords released it into the forest, the corpse flower bent the surrounding jungle to its semi-sentient whims, recreating the temple out of plant life -- with an insatiable hunger for expansion.
In the hills near the Sword Coast, there lives a gang of ruffians and thieves known as the Flying Drunks. Their leader is a particularly well-known scoundrel by the name of Kragnoroth. For a while, Kragnoroth and his gang has lain low, but not anymore. He is up to his old ways again, stealing, fighting, and being a dirty wretch. Kill Him! Do it for the good people of the Sword Coast, and give him justice from the gods. ๐๐๐๐ ๐ญ๐จ ๐ ๐๐ญ ๐ฒ๐จ๐ฎ๐ซ ๐ฉ๐ฅ๐๐ฒ๐๐ซ ๐๐ก๐๐ซ๐๐๐ญ๐๐ซ๐ฌ ๐ญ๐จ ๐ ๐ก๐ข๐ ๐ก๐๐ซ ๐ฅ๐๐ฏ๐๐ฅ ๐๐๐๐จ๐ซ๐ ๐๐๐ ๐ข๐ง๐ง๐ข๐ง๐ ๐ฒ๐จ๐ฎ๐ซ ๐ง๐๐ฑ๐ญ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ซ๐? ๐๐๐ง๐ญ ๐ ๐ฐ๐๐ฒ ๐ญ๐จ ๐ ๐๐ญ ๐ฌ๐จ๐ฆ๐ ๐ฅ๐จ๐จ๐ญ ๐ข๐ง๐ญ๐จ ๐ญ๐ก๐ ๐ก๐๐ง๐๐ฌ ๐จ๐ ๐ฒ๐จ๐ฎ๐ซ ๐ฉ๐ฅ๐๐ฒ๐๐ซ๐ฌ ๐๐๐๐จ๐ซ๐ ๐ญ๐ก๐๐ฒ ๐ฌ๐ญ๐๐ซ๐ญ ๐๐ง๐จ๐ญ๐ก๐๐ซ ๐ฅ๐จ๐ง๐ ๐ช๐ฎ๐๐ฌ๐ญ? ๐๐ซ ๐๐จ ๐ฒ๐จ๐ฎ ๐ฃ๐ฎ๐ฌ๐ญ ๐ง๐๐๐ ๐ ๐ฅ๐ข๐ญ๐ญ๐ฅ๐ ๐ฆ๐จ๐ซ๐ ๐๐จ๐ง๐ญ๐๐ง๐ญ ๐ข๐ง ๐ญ๐ก๐ ๐๐๐ฆ๐ฉ๐๐ข๐ ๐ง ๐ฒ๐จ๐ฎ ๐๐ฅ๐ซ๐๐๐๐ฒ ๐ก๐๐ฏ๐ ๐ ๐จ๐ข๐ง๐ ? ๐๐ก๐๐ง ๐๐ฐ๐จ๐ซ๐ ๐๐จ๐๐ฌ๐ญ ๐๐ข๐๐ ๐๐ฎ๐๐ฌ๐ญ๐ฌ ๐ข๐ฌ ๐๐จ๐ซ ๐ฒ๐จ๐ฎ! This adventure module is meant to help the DM with providing content to their players. This adventure is intended to run in the Forgotten Realms setting, but it can be compatible with any campaign setting, published module, or homebrew adventure. This adventure is intended for 4 to 6 players, 1st to 3rd level characters. This adventure also includes Player options such as the Bounty Hunter Background and the Rusty Shackles Organization!
Are your player's going fishing in the Underdark? Booked a ride with the Kua Toa Travel Agency? Taking a cruise on the Darklake? Well then Journey Through the Center of the Underdark 2 - The Darklake Strikes Back is just what the Leemooggoogon ordered! Like the first Journey, The Darklake Strikes Back contains several encounters designed with Out of the Abyss traveling days in mind, but easily inserted into any 5th Edition Dungeons & Dragons Underdark setting. Unlike the first Journey, The Darklake Strikes Back has a mid sized three level dynamically defended dungeon, complete with a dragon at the bottom! This complex is right at home on the Darklake but could also readily be inserted into your Tyranny of Dragons campaign as well. Written for a party of characters levels 4-6 with notes included for adjusting encounter difficulties for lower or higher level groups Journey Through the Center of the Underdark 2 - The Darklake Strikes Back should provide 6-10 hours of gameplay excitement!
An ancient legend, a missing wife, and a broken heart that time wonโt mend. Part 4 of the Evenflow Saga
A city of the dead has no business coming back to life. "The dead just want a little respect." The village of Wargrave's only claim to significance is as the resting place of soldiers from a long-ago battle. Now it seems that the dead are stirring. Roleplaying of forces at cross-purposes, with sentient undead. Set nominally in the Forgotten Realms, but the adventure is essentially generic. Pgs. 38-42
An inexperienced eladrin leader leaves herself dangerously exposed to her enemies. An exiled hag schemes to rebuild her army. A bog troll conspires to overthrow. A child is kidnapped. PCs find themselves in the middle of a power struggle between competing forces, each seeking to dominate the feywild territory known as the Unbound Regions. Trapped in the feywild until they complete the quest, the adventurers must deal with the curious culture of the fey by striking deals, battling opponents, and ultimately deciding which competitor they will support.
You are charged with rescuing Beaโs missing sextuplets and must bring their captors to justice. A walk in the park for brave adventurers, unless the trail extends beyond the darkness.
Six short adventures to supplement your exploration of the jungles of Chult! These six fun adventures feature interesting challenges highlighting the dangers of the jungle. Each scenario is easy to drop into Tomb of Annihilation or any wilderness campaign. Includes the following adventures: Tavern Trouble - With a mysterious curse upon your guide, escaping lizards, and foes who have come to settle debts, your jungle trek gets interesting before you even leave the tavern! If Looks Could Kill - Crossing paths with a merchant prince's expedition can be very lucrative. The expedition members' agendas present interesting choices, as do the dangerous denizens of the swamp. Ambush from Above - Grung acrobats? With a team mascot? What is going on here? Mystic River - Traveling downriver suddenly comes alive with dangerous white water, carnivorous plants, a brontosaurus' tail... and an unusual spectator! Mudslide - It's been raining for days, and that rumble isn't a dinosaur! Run for your lives, and watch the creatures in the mud! Beautiful Plumage - Ancient ruins are now home to beautiful but dangerous singers. A batiri queen demands revenge and her tribe's totem awakens! Perfect for DMs running Tomb of Annihilation: Each adventure fully supports levels 1-10 Ready to run fun, with maps, art, and complete monster statistics Is traveling through the jungle getting dull? Drop in one of these innovative encounters providing interesting roleplay and combat experiences! Party unsure of where to head next? Each scenario provides links both to other Jungle Trek adventures and to Tomb of Annihilation plot points. Provides hours of play!
Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.
When one of the Lords of Waterdeep asks you to root out a threat to the city, you respond to the call. Prepare for a foray into Undermountain. Part One of the Vampire Hunt trilogy.
In ruins since the eruption of Mt. Hotenow, Thundertree is finally being rebuilt. The Lordsโ Alliance is particularly interested in restarting a lucrative logging trade, but the bureaucratic wood-elf ambassador of Neverwinter Wood isnโt convinced. A mission to check on construction at New Thundertree and help with diplomacy quickly turns into an exciting dungeon delve as the entrance to an ancient temple is discovered! Can your party survive long enough to learn the mystical secrets of Thundertreeโs past and claim its riches? Includes maps and a new magic item! The Lost Temple of New Thundertree one-shot is designed for 5th-7th level characters. This thrilling adventure is well-suited for parties who have completed Lost Mine of Phandelver or are roaming the Sword Coast region (ie: Neverwinter, Phandalin, Helm's Hold, Port Llast, Triboar, etc.) as part of Dragon of Icespire Peak or Storm Kingโs Thunder, but these campaigns are certainly not required. Though it takes place in Thundertree, the adventure can easily be moved to other settings. Content warning: undead; water hazards; tentacles
On the shores of the Sea of Fallen Stars, in a small and xenophobic coastal town, there is a mystery that must be unraveled. People have started disappearing during the past months, as a direct result of the criminal activities going on in town, under cloak and dagger. The players must examine clues, talk with witnesses, and investigate further, to help the people of Saltwater restore peace and order. The smuggling mastermind and his lackeys, including a vicious shapeshifter, will stop at nothing to stop the players from achieving their objective. This is a starting adventure for players and DMโs alike, which may also be used as a starting point of your campaign and easily adapted to any small coastal town in your game world. It involves a great deal of roleplaying and some degree of battle, depending on the playerโs decisions. A cloak and dagger investigative adventure, for nerves hard as steel and fists tough as nails.
Characters are asked by a local cleric to deliver gifts to a family whose homestead is in the harsh frontier. During the trek they encounter several โspirit forcesโ that they can overcome through combat, or they can decipher clues to use tropes that suggest some fun, holiday-themed alternatives to combat. Once they reach the homestead, they must plan to secretly deliver the gifts. All of this must be completed in one dayโs time before the Winter Solstice ends. This adventure is an homage to the Christmas holiday time, but it is not a traditional โSanta Clausโ story. The cast of monsters and NPCs are inspired by European folklore that have contributed to todayโs Christmas celebrations. The legends have been mashed into a single, tier 1 D&D adventure, designed for four level 4 characters. Suggestions are given for scaling. Total play should not exceed 4 hours.
Characters are ready to make their mark as adventurers and travel to the City of Splendors to begin their careers. Their first job in Waterdeep promises to be a memorable one: a mermaid has hired them to rescue a kidnapped bard and bring justice to the witch who stole her voice.
In response to a new but as-of-yet-unnamed threat, the factions have called upon adventurers to venture into the jungle in search of a location for a new base of operations. As such, you have been charged with scouting several locations to assess their viability. Surely something so trivial as a scouting mission couldnโt go wrong?
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusionsโthis adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rulesโsnowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
As winter releases its grip on the region surrounding the town of Phlan, secrets are revealed within Glumpen Swamp. Strange landscapes and sigils have been found beneath the mud, and the wildlife around the swamp has become greatly agitated. At times a spectral figure can be seen in the distance, only to disappear upon approach. Can you discover what is happening in the muck and gloom?
A group of dwarves in the Hulburg region are in need of help. Strange lights have been seen at night and a deadly terror has struck their mining camp. Venture into the ancient ruins and discover the source of this terror before it's too late.
The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndรถlg believes that if he can locate Hartkillerโs Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndรถlg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires aloneโeither by skill or luck. Part 3. Once at Ise Festing, the group discovers itโs been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubtโs observation deck.
5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knightโs Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerfordโs ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razorโs edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurkโs malevolent plans.