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.
The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.
nside this full-color, 132-page anthology you’ll find five best-selling Adventurer’s League quests for level 1-10 characters. Inside are over 20 illustrations, including a half-dozen full-page pieces by the esteemed Andrea Alemanno. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): The Cornflower Hive (SFBAY-04-01): What links an infamous Zhentarim mercenary with a brilliant but tormented artificer? To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? The White Well (PDXAGE-01-01): The Gommurg Clan of hill dwarves rarely deal with outsiders. The dwarf clan’s isolation has gifted them with great skill and wealth. Unfortunately, their pride has made them vulnerable to an ancient power confined centuries ago. An exile has magically foretold the clan’s destruction. This diviner is the only one who knows how to stop the evil threatening the Gommurg. Tier 2 (Level 5-10): The Barrows of Solina (STORM-01): 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. The Dark Hunt (PDXAGE-02-01): 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. Under Earth & Stone (SFBAY-04-02): A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.
The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.
The village of Farleigh's Well is the target of a vindicative fey noble. The villagers have been seen parading through the Misty Forest, leaving their crops to rot in the field. The characters must contend with powerful fey creatures on their home plane in this action-packed adventure. What's Inside: A highly adaptable single session adventure. Two original NPCs with full stat blocks. Two original magic items. Detailed combat tactics and roleplaying hints for novice and experienced DMs alike. Two brilliant maps to help you bring the adventure to life. Choose from either the Full version with art and page design or the Lite version for easy printing.
Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149
Save the village of Millvein! Prevent a war with the drow! In this 3-4 hour adventure for 4-5 characters of 2nd level, travel to a small chitine lair to prevent them from destroying the small village of Millvein and inciting a war between the surface and the drow. Includes: A 3-4 hour adventure for 2nd level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. See where the adventure began in Into the Underdark - Part 1 A Family Affair The adventure continues in Into the Underdark - Part 3 They Call It A Mine
This dual offering is a true solo (no DM needed), as well as, the same dungeon for a PC/DM setting. The adventure is for new players at the lowest level of experience. It is centered on a recent discovery of an old dungeon that belonged to an arcane wizard. With no one to rely on, is your PC ready for a dangerous delve?
This 4 to 6 hour module goes from Saltmarsh to Baldur's Gate in a race against time. A dark vision warns of a terribly cataclysmic event in Baldur's Gate and the characters are hired to deliver supplies before its too late. This adventure can be adjusted for any Tier 1, 2, or 3 party. It is intended to help usher characters from the Saltmarsh area to Baldur's Gate, just in time for Descent into Avernus. A challenging voyage they should give them a wild ride with new challenges at sea.
The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th level characters.
The ruined manor now known as Kobold Hall was once a minor lord's proud holding, a walled keep overlooking the old King's Road. That was years ago, and the lord's name and glories he earned are long forgotten. Today, the place is called Kobold Hall after the malicious humanoids that invest the place. Pgs. 210-219
Have you ever considered how hard it would be to fight a tractor with a sword or greataxe? Your players deserve to find out! This adventure traps the player characters in a small pocket plane set up by nefarious forces. They must explore a small modern farm and deal with its hazards to end the curse placed on the farmer. There are, of course, a few complications to deal with, like animated farm equipment trying to kill them, and the innumerable horde of ghoulish chickens penned up in one of the chicken houses... The adventure is balanced for the way 5e is structured, meaning Long Resting is very risky, so they will have to conserve resources, and was designed and tested for 4 Level 6 players. It should take 3-6 hours to complete. It includes map images scaled for Roll20 and Fantasygrounds.
The Terror of Screeching Hill is an adventure designed for a party of four level 1-3 characters. Introduce your friends to Dungeons & Dragons or take a break from your current campaign and save the town of Stonehollow in this early level one-shot! To the villagers of Stonehollow, the flight of bats warns of an impending disaster. Earthquakes, which riddle the small mining town, often follow this omen causing cave-ins and trapping miners underground. Thankfully, the ground hasn't shaken in weeks. However, every night at sunset, a colony of bats fly over the town as a haunting cry echoes over Screeching Hill, a mound on the southern outskirts of the village. Villagers have begun to go missing, including the town's doctors Simon and Kirk Bartok, and some have suffered terrible wounds after being attacked by a relentless creature out of the darkness. With no doctors to treat the wounded and the expectation of more attacks, the villagers of Stonehollow turn to you for help. Will you investigate the terror of Screeching Hill and save the town from its reoccurring nightmare? Included: - A 16 page one-shot designed for level 1-3 characters - Unique maps - Two player handouts - A simplified document compatible with screenreaders
"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
The residents of Castle Gealladh have been visited by an ominous banshee with a warning: “Leave or die”. Your adventuring company finds themselves drafted by a wizard named Milo Tenpenny and tasked with investigating the castle and ridding it of undead. In your investigation, you will find that there is more to this warning than it seems — and that something far worse than spirits haunt this castle.
In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
A great threat lopes toward a small city at the edge of a wasteland. One of the leviathans of the wasteland, a gigantic malevolent creature known locally as a “walker,” appears to be on a course directly through the city. The PCs are called to heroism by the city’s council, who have learned that the walker is being directed by a foul darakhul who has gained control of the creature and directs it from atop its shoulders! Scouts have discovered a portal used by the ghoul to teleport atop the walker. With a hastily scrawled map, the party must navigate the wild hills to locate the magical doorway. In this epic and deadly adventure, the party must navigate wild hills, locate a teleportation portal, and slay the Darakhul and his minions on teetering platforms built atop the shoulders of the walker.
Beyond the western mountains, the orcs generally kept to themselves. Over the years they built their civilization. They enriched themselves through magic and music, and followed a doctrine of peace and acceptance that was empowered by the dangerous mountain range on one side and the swirling seas on the other. Their quiet society was shattered when a djinni named Hasteth was summoned by their elder mages. Hasteth was a creature of pure evil and perverted the wishes that it granted. In time, the orcs were able to trap the djinni within an enchanted ceramic jar called the Annihilation Hold, but not before their entire way of life was torn asunder. Many centuries have gone by and the orcs are scattered to the wind, with few recalling their proud nation. The hidden complex containing the Annihilation Hold has been discovered. Tales of wealth and magic fill the rumors the adventurers overhear. Will your adventurers brave the hazards inside to claim the riches?
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.
The company discovers the Easterly Inn, a piece of the Shire in the land of the Beornings. But the Wild is still the Wild, and it takes more than Hobbit cooking to keep adventures at bay; in no time, the companions find themselves involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills. Published by Cubicle7