Something sinister stirs in the jungle. When a vicious cult attacks an archaeological dig site, the players are the only ones who can stop the bloodbath! The party must enter the dangerous wilds and find the basilisk-worshippers' hidden temple – before they strike again. It includes: -Four brand new monsters -Dangerous jungles, crumbling temples, and terrifying traps! -A carefully crafted format to make running the adventure easy at a glance -Combat cards for each monster, PC, and special treasure -Digital maps for use with virtual table tops
The crown of the kobold king will be anointed in blood. Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.
Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.
5e Solo Gamebooks presents Citadel of the Raven, the third in our series of solo adventures. Citadel of the Raven is the sequel to Tyrant of Zhentil Keep, but is also playable as a standalone solo adventure. The first solo adventure in this series is titled The Death Knight’s Squire. At 589 entries, you can expect a lot of variety from this solo quest. There are several main paths your character could take, and numerous encounters and options on those paths (including short sub-threads designed for specific classes), making the number of possible adventures practically endless. Add to that the characteristics of your class, and the numerous variegated combat encounters, and it’s safe to say that no two run-throughs of Citadel of the Raven will be the same.
The manor of Willowby Hall is under siege by a giant, enraged at the theft of his magical goose. The band of thieves has taken shelter within the manor's crumbling walls, cowering with their ill-gotten poultry as the building shakes itself apart. But something else is stirring. The giant's rampage is slowly awakening a Death Knight from its black slumber, and once it rises it will call on the bones of the manor's old residents to drive out the intruders. Will the party loot the manor of its ancient relics, or succumb to the blades of its skeletal guardians? Who will make off with the goose and its golden eggs? Will anyone survive the giant's onslaught? The only way to find out...is to play.
A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.
The Loi’Tok burial mound of the Vikmordere was abandoned long ago. The party is hired by the mayor of the local town to locate some soldiers who went missing after entering Loi’Tok. Strangely enough no sign of the soldiers can be found within the burial site aside from a few scattered weapons and pools of blood. Before the party has time to investigate, Vikmordere barbarians show up searching for a group of their own missing kinsmen. Will the two groups blame each other or join forces to solve the mystery surrounding the recent disappearances?
When a stuffy noblewoman decides that leshys make for pretty centerpieces for her fancy tea party, she has no idea what sort of trouble she's stirring up. Not every plant in the forest wants to be put on display, and some of them are more than well-equipped to fight for those who are plucked from their homes! In A Fistful of Flowers, you take on the role of one of four unique leshys—plants who have been granted sapience and wills of their own. When new sproutlings are snatched out of the woods and taken away to civilization, it's up to your band of furious flowers and pugilistic plants to set things right! A Fistful of Flowers is a short adventure for 3rd-level characters that takes a band of leshy heroes out of the forest and into that most dangerous of locations—an aristocrat's fancy tea party. In addition, the four pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of the forest's newest heroes!
Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times cruel, yet always mysterious fey queen who ruled from her Dusk Tower—a tall spire of smooth, dark stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk Queen’s sudden and mysterious disappearance. Also available in 5e format.
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.
A small adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. A small urban adventure set in Waterdeep with various hooks to extend beyond this adventure. A character needs to repay the debts he accumulated in life, but now his family isn’t so keen to just let someone take what they are owed. This family may have more sinister secrets that they wish to keep hidden.
In the Tullow Vale of Vasloria, the MacGraw tribe of goblins terrorize the Baron's Road as it passes through the forest north of Ivywatch, plundering caravans and kidnapping merchants and travelers. The heroes arrive upon an ambushed caravan just as the tribe scurries away with their screaming haul into the forest. Can you save the good folk of Tullow Vale before they meet their end at the hands of the goblins and their cruel leader? In This Quest MacGraw Hideaway is a short, not-full-level-length adventure, or in other words, a quest! This quest is about fighting monsters and being heroic. Combat encounters are built to be complex! The heroes will be expected to spin multiple plates at the same time! The quest will reward up to 6 Victories. Depending on your experience running and your table’s experience playing Draw Steel, it could run around 4 to 6 hours of playtime. The quest contains: 2 combat encounters 1 optional negotiation
Always living in the shadows is hard when you're a clever and regal creature like a kobold. Now it's time to make a name for yourself and bring honor and prestige to your clan. In Little Trouble in Big Absalom, you take on the role of one of five kobolds from the Hookclaw clan tasked with exploring a treasure-laden vault discovered by a team of Hookclaw diggers. Enticed by the potential wealth, the kobolds brave terrible dangers in what turns out to be a grandmother's basement before being asked by the kind old lady to retrieve her magical hedge trimmer from a neighbor's garden. Little Trouble in Big Absalom includes two mini adventures that can be played back to back or alone—filling as much or as little time as you have for madcap adventure. In addition, the five pregenerated kobold characters provide a preview of the upcoming Pathfinder Advanced Player's Guide in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of determined kobolds!
The Sleeper Awakes! At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™. Something Stirs in the City of Evil Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? The Black Gates Await Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?
A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Welcome to Cirria’s Gambit, a four- to six-hour adventure for 2nd-4th level characters, designed for Dungeons & Dragons 5th Edition! This adventure invites you and your players to a fiendishly fun party with revengeful devils, a succubus who just wants to go back to hell, snobbish nobles, intoxicated socialites and one really irritated banshee! Cirria wants to go to hell! There is only one tiny problem: her mistress Glasya, archdevil of the sixth layer, has banished her for insubordination. So, what’s a succubus to do in Cirria’s place? Take over a local noble family and organize a grand feast like this boring plane has never seen before to channel the emotional energy of her guests into a ritual to open a portal, of course! Isn’t it obvious? Cirria’s plan only had one tiny unaccounted for issue: Lady Kaera, matron of the noble house Cirria targeted, is a banshee. Cirria found a momentary solution – but that will only hold so long as no intrepid group of adventurers disrupts it… This adventure can be run as a one-shot or inserted into an on-going campaign. The theme fits Baldur’s Gate: Descent into Avernus particularly well!
The shrine on the edge of town has been little more than a landmark for generations – but now eerie runes have begun pulsing across its surface, and rumour has it a dark force is growing. Now the party must investigate the threat, and destroy whatever lurks inside the Hall of Lament once and for all. The Legend of Zelda meets Hellraiser in the latest adventure from Chris Bissette, creator of Bulette Storm! Breaker of Chains is a 4 hour old school adventure, featuring tricks, traps, exploration, traps, and ritual sacrifice. Never again will your players waltz into a dungeon convinced that you aren’t willing to kill them in new and horrible ways! Published by Loot The Room
Need to teach a newbie how to play? A young village shepherd has been telling a tale of an opening in the ground near where his flock roams. Timby Poster thinks he has found something of great importance. He has been telling everyone that there are stone stairs leading into the depths. He was going to investigate but his flock was set upon by vile humanoids that have been raiding the area more frequently. As Timby is prone to tell “tales” of monsters and his flock came back intact this may be a hoax thought up by the young boy. This adventure was designed for a beginning character with little RPG experience. Created for one player and one DM this allows a new player to understand basic concepts.
A plug in adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier II characters. A village needs aid, as their small village is under a curse that they have been able to keep hidden from the villagers, but now that clock has run out and the piper demands to be paid. Can they find what is the cause of the curse and finally eliminate it.
The Forge of Fangs has been located in Vanrakdoom. While many innocents have been saved from an undying fate, the forge remains. Artor Morlin would like to see it torn to the ground and the threat ended forever. Part Three of the Undying Threat trilogy. Optimized For: APL 13