The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”
Spring in the city of Waterdeep is a spectacular time of year. The crowds are gathering for the annual races celebrating the Plowing and Running festival. Behind the scenes, an unknown conspirator works to disrupt the day's festivities. One of the racers has disappeared under mysterious circumstances and threatens to turn the joyous occasion into a scene of chaos. Those organizing the event are looking for brave and discreet volunteers to locate the missing racer and find out who is behind the plot to disrupt the event. Can the adventurers solve the mystery before it's too late? This adventure includes: * A kidnapping mystery with several clues leading to different ways for the characters to solve it. * Mechanics for players to participate in a race at the holiday event. * Two optional bonus objectives, including one that has the players exploring the city of Waterdeep and another that allows characters and players to explore their creative sides.
An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan.
CORE 1-3 Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in Melvaunt. The characters make a choice between finding orc saboteurs (who intend to destroy the city walls), or spy on a red wizard (who can shrink or even move a portal to Mechanus), or both given time. Depending on the outcome they must battle the orcs and/or the modron in the city.
Weave of the Dread Mythal is a 1st-6th level Dungeons and Dragons 5e campaign that takes players on a journey of peril and intrigue across the Evermoor. Part story driven campaign, part sandbox, this adventure will give you tools to make the Evermoors come to life and a brutal and unique campaign to run within it. Your players will face the ire of hostile factions and their conflicting desires, the excitement and danger of ancient Netherese ruins and artifacts, and inevitably, the undead army of the Weaver, a wicked necromancer obsessed with becoming the new demi-god of undeath. This campaign also includes separate, full-size battlemaps that are made for use with Roll20 and other VTTs.
The Eye of the Storm is a tower storming adventure for parties of 3 to 7 adventurers from 8th to 12th level. It takes around 6 hours to play and is designed to fit into any campaign that needs a wizard in tower. In this adventure the party are tasked with stopping the storm obsessed wizard, Atonitus, from completing his ritual to become a living storm. Atonitus' ritual is causing dangerous elemental storms in the area surrounding his tower, causing death and destruction in nearby settlements. A pair of Cyclopes, Pameen and Mezrah, have been tricked into doing his bidding too. The siblings have been raiding passing caravans, local settlements, and travellers for all the metal they can carry. Featuring a maze of interconnected rooms, puzzles, a rather annoyed Yugoloth, and the new Ice Para-Elemental monster, this adventure is perfect if you want a dungeon crawl or something a little more social.
A 3-4 hour adventure for 1st tier characters, which can be run as a 1-shot or as the beginning of a new campaign set in the Feywild. For tens of millennia, battles have raged across the Feywild, as the powerful and prideful archfey fought to divide the realms among themselves. Eventually the boundaries settled into four major territories: Summer, Autumn, Winter and Spring. These domains, and the smaller pockets of unclaimed territory between, came to be known as the Land of the Four Courts. The bitter rivalries between Winter and Summer and between Autumn and Spring never truly subsided, but for the past fifteen hundred years, an era of relative peace has persevered. Even so, peace is a fragile thing, and in the everchanging landscape of the Feywild it is all too easily broken.
"One morn, no sunrise comes. There is only darkness, and an icy chill." Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals. They seek the lost Tablets of Fate, key to their return. A band of adventurers are hired by a young apprentice to rescue her sorceress-mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. Shadowdale is the first of a trilogy of modules that describe the strife called by some "the Godswar," in The Forgotten Realms. TSR 9247
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/
They say the legendary Ashes of Evensong have been found! In the year 689 DR, the song dragon Evensong was incinerated by Kallurous, a red dragon. In the wake of her death, Evensong’s ashes were gathered into a hundred urns by members of the Harpers. Originally intended as mere relics, the urns fell out of the Harpers’ possession when the caravan transporting them was ambushed. They were thereafter lost to history. Three months ago, stories began to circulate that at least one of the urns has been found. An artificer from the city of Elskar claims to have acquired some of Evensong’s ashes. According to his story the ashes are more potently magical than even residuum, created as they were from the mortal remains of a powerful magical creature burned to ash in the fires of an even more powerful dragon’s breath. This tale is dismissed by most, but certain factions and private interests aren’t willing to reject the possibility without investigation. If true, the artificer may be in possession of a highly dangerous and unfathomably valuable substance. More importantly, he may be in possession of the knowledge of where it came from, and the secret of what happened to the Ashes of Evensong all those centuries ago. In search of the truth behind a rumour that some of the Ashes of Evensong have been found, the player characters find that the Ashes are ultimately incidental to a far more worrying development. The trail of the Ashes leads them to the discovery of a fiend pact warlock operating among the ruling class of the city, a vault of forbidden magics the secrets of which have been breached, and a diabolic artefact about to be reclaimed in the name of a Duchess of Hell. With a focus on investigation, puzzles, and dangerous traps, Ashes of Evensong rewards players for caution and cleverness. Published by Spilled Ale Studios
Cargo ships are being dashed against the rocks west of Hulburg, lured off course by a mysterious light. Is this the work of ordinary thieves, or are more nefarious forces at work? Wreckers is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017. Includes: Adventure .pdf in English and Spanish Magic Item Certificate .pdf All maps as high-res .jpg
Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets don’t come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!
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.
Who knows why adventurers are drawn together? The lust for gold, a common foe, or the whimsy of fate? Pull up a stool, stoke the hearth, and let YOUR story begin! A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 1.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, but within the last year, his regular communications have fallen silent. They are in search of brave (and discrete) adventurers to escort them around the peninsula for a health and welfare check. Are you brave and discrete enough for the job? A Four-Hour Adventure for 11th-16th Level Characters
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, Seer calls upon you to beat him there and put a stop to his efforts! Sequel to Durlag's Tower.
The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the super-intelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast. To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower.
The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.