"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes
The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485
Decades ago, a wizard named Sylvene came to the Sword Coast from another plane of existence called Ravnica. While exploring Waterdeep and nearby lands, she met and fell in love with the father of her child. She built a refuge for them in a small demiplane of her own creation, but eventually she went home to Ravnica with her infant son and never returned. Now her grandson seeks to recover relics of her power by exploring Sylvene's history in the Realms—and he doesn't care who he hurts along the way. The consequences of his careless pillaging already ripple out to impact others. Episode 2 of the Magic: the Gathering set adventure: Adventures in the Forgotten Realms.
Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour adventure for 1st-4th level characters.
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
Rauvin Vale: Ashes of Lhuvenhead After a scout arrives at Hilltop and reports that hobgoblins have been spotted approaching the ruins ofLhuvenhead, the adventurers must travel to the destroyed town and dispatch the hobgoblin forces, working for the Blue Dragon Nahaunglaroth and the Blood of Morueme, before they can establish a base. A Forgotten Realms Adventure for 2nd Level Characters.
A novice group of adventurers foolishly leads a remorhaz threat to the town of Lonelywood. The characters must protect the settlement from these monstrosities and discover why the adventurers were attacked in the first place.
When the adventurers are tasked with destroying a symbol of Demogorgon, they end up falling foul of the great mage Mordenkainen himself – or at least a simulacrum of him. Will they agree to help maintain the great Balance of the Blood War, even if means sacrificing innocent lives in the process?
An Adventurers League Con-Created Content Module. Tier 1, 4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you face The Heir of Orcus! Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, one map, 18 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part two of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
Located in The Vast north of the Sea of Fallen Stars, Adhe Wood is a small but deadly place. Legends swirl of a mysterious temple in Adhe Wood where statues of snakes hold massive emeralds. But the citizens of Sevenecho, the town nearest to Adhe Wood, seem to know nothing of this legend and refuse to speak of it. Travelers into Adhe Wood rarely return, devoured by the mutated spiders that lurk in the trees.
A new threat preys on the local trade road. Rumored to have ties to the legendary undead wizards, Vecna and Acererak, Geoff the Dread Tailor has awakened to garner his revenge on the living. A group of stalwart heroes must arise to put an end to the Dread Tailor’s depravations or all will be lost. This adventure includes: a small village of friendly allies, an optional haunted ruin to discover, an entire lair of creatures (with map!) to explore, three new magic items, two new monster descriptions, interactive document links, and more fun than a bag of scorpions (don't ask)!
When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8
Everyone in Moonfern Ford knows to avoid the Tainted Grove, a place of darkness and evil amidst the sylvan beauty of Cormanthor. When a young hunter goes missing in the forest, things in the village take a dark turn. Part 3 of the Elvenflow Saga.
The hamlet of Thistle has a problem. The river they depend on for trade and food was recently poisoned with a tide of filth, and a goblin named Belig has claimed responsibility. If the people of Thistle don’t pay a ransom, Belig has promised them much worse will come with the next poison tide. A Forgotten Realms adventure for 1st-level characters.
Evil is stirring in the tiny village of Akeley - an evil that reaches out to minds that drift through the inky void between the stars. However, not all that comes from the skies comes with malice. A band of rather unusual warriors have are resolved to deal with the infestation before it can spread, though they cannot conquer it alone. Perhaps it’s blind chance that brings together the players in this strange and terrible drama, or perhaps it was written in the stars long, long ago. Note: This adventure is intended to work with Mordenkainen's Tome of Foes, and requires a copy of the book to run succesfully.
This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.
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.
Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters. **NOTE** As of August 30th this adventure no longer grants an Oathbow in Adventurers League play. It has been changed to award a +2 Longbow per the Adventurers League Content Catalog.
Encounters in Icewind Dale is a 5e supplement that consists of 24 encounters ranging from short to long one, some even could be considered micro-adventures! The supplement is meant to enrich your game, whether it passes in Icewind Dale or in any other arctic setting! The encounters are based on exploration, social interaction and combat!
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.