Enjoy a day at the faire and a chance to earn some easy coin in the process! A wealthy merchant wants to hire security for his daughter’s extravagant handfasting ceremony. It sounds like simple work, but why would a merchant hire seasoned adventures as wedding security? Perhaps the groom has some skeletons in his closet? A 4-hour standalone adventure for 11th-16th level characters Note. This adventure was written for Role Call 2019, a small Adventurers League gaming convention in Collinsville, IL. For more information about Role Call, visit rolecallcon.com.
Mykon Drift, genius inventor and entrepreneur, has disappeared on the eve of his greatest ever product launch, and nobody seems to know why or where he’s gone. Certain jaded onlookers might think this is for the best, for Drift is a disrupter in the truest sense, and the technomantic marvels he creates often wreak havoc on the guilds and economies of the Sword Coast. But titans of industry like Mykon Drift don’t just disappear for no reason, and his most loyal apprentice is willing to pay to find him. Unfortunately, that apprentice isn’t willing to pay very well, so what they get is the Grib-bits Detective Agency. "The Gribbits Detective Agency Part II" is a Dungeons & Dragons adventure for four 2nd-level characters. It is designed to follow on from "The Gribbits Detective Agency", and should be played in a single sitting.
Fresh-faced and more than a little hung-over our newly graduated mage of the great Dunromin College of Magic and his friends step into the tea-room next to the Porter’s Lodge and ask for something for a headache. Within minutes they find themselves accosted by the smiling figure of Malcolm Darkstar, Bursar of the College and owner of the tea-rooms, keen to ask them a favour… This is an introductory level set of scenarios designed to take a starting-level party on their first exciting adventures; The Lost Son; The Return of the Cauldron of Millent and the Murder at the Red Barn
In the eastern desert stands the ancient tomb of Solomon III. Like all tombs, it is full of magical treasure and crawling with deadly creatures. But unlike other tombs, this one is screaming. Years ago, soldiers and wizards went in to silence the screams, and they succeeded, but they never returned. Now Solomon’s tomb is once again screaming out across the dunes, and no one knows why. Solomon’s treasure is still down there, but then, so is whatever is screaming. ADVENTURE TYPE: Small Linear Dungeon DESIGN NOTES: This adventure is intended for characters levels 5 to 7. It includes a desert wilderness area, an oasis, the tomb exterior, the tomb interior, and a cave system below the tomb to explore. Each area contains various NPCs, new monsters, old traps, shiny treasures, and strange magical items. There are many opportunities for (deadly) combat, and a few of them may be inescapable, but it is possible for players to have complex interactions and to experience very different consequences, depending on their choices. INCLUDES: Story hooks, dialogue prompts, creature stat blocks, dungeon overview map, and full-sized battle maps of each dungeon room that can be printed and used right on the table. KEYWORDS: Tomb, ghuul, ghoul, skeleton, ooze, demon, devil, thief, wizard, desert, sabercat, oasis, spider, viper
A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89
A powerful new narcotic is making its way through the Spine of the World. Behind it is a secret that could change everything! Explore a lost city and discover the secrets hidden by the gods themselves. (TW: some drug use and the possibility for players to use drugs)
Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.
This quest is for a party looking to resurrect a character whose corpse is missing body parts necessary for survival. Lower-level resurrection spells don’t work on a creature that is missing a head, heart, or other vital organ. To resurrect the body, the characters turn to Vaprak, patron deity of trolls, and attempt to earn the god’s assistance. However, a band of frost giant hunters intend to destroy Vaprak's temple along with everyone inside it. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
A free short adventure for four 4th-level characters by Mike Mearls Looking Glass Deep is a flexible, site-based scenario that presents you with the details of the ruined abode of the wizard Urlen Sparlek -- and the gang of outlaws that now occupies the place. This 10-page adventure by Mike Mearls is designed for 4th-level characters. Unlike some site-based scenarios, Looking Glass Deep features a dungeon full of monsters that take proactive steps to defeat the player characters (PCs). Tzarrik the hobgoblin sorcerer is an intelligent tactician with the ability to spy on the party almost at will when the group is within the Deep. His ragged gang of followers work together as a team under his command to repel attackers. Throughout the course of the adventure, the characters have the opportunity to locate an artifact called book the key of the way , discover the mysteries of the throne of the Deep -- and perhaps, in the end, even gain themselves a new headquarters. Published by Malhavoc Press
In the Outer Planes, a holy sword can be a fiend's best friend, especially when the owner wants it back? Sneaking into the second layer of foul Bagtor ain't easy, but with a little help from the right high-up men, it can be done. 'Course, exactly who the right high-up men are can give a basher pause, so it's often best not to ask. But there's a sword to be found, and bloods needed to find it. Truth is, those who don't end up lost are sure to find out that no good deed goes unpunished! Fires of Dis is a Planescape adventure for four to six characters of 5th to 9th levels. From Sigil, the City of Doors, the heroes plunge head-first into a dangerous journey across the Outer Planes. Their quest for a stolen sword leads them to the hostile gate-town or Ribcage, the treacherous plane of Baator, and the disciplined burg of Fortitiude - a gate-town teetering between two planes, just waiting for something to tip the scales. Your player characters need wits as keen as their steel to brave the fires of Dis and survive!
The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
The greatness of a dwarven citadel is measured by its greatness of wealth. The dwarves steadily work mines and forges to fuel the wealth needed to make their presence known throughout the realms. Unfortunately, this also makes them known to those that would seek the opportunity to steal their glory and riches. This story occurs in a place that has experienced this struggle for millennia. New threats emerge as old threats become rivals through the tides of time. This story... your story... is another chapter of this ancient struggle.
Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060
Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64
A monster amonkst us... The monastery of Montelegro was once a major center of academia, but it fell out of favor when its library burned to the ground some 20 years ago. (The fire is rumored to have been started by the candle of a monk who fell asleep while reading.) Without books to attract scholars and patrons, the order of monks that run the monastery has dwindled. Now the monastery is a mere shell, its once-thriving halls empty. Only 21 monks remain. The order that runs Montelegro supports a number of scribes dedicated to copying and illuminating books of all kinds. The most talented of these illuminators was Brother Abel of Corbone, a young monk fresh out of the university. A few days prior to the adventure, Brother Abel witnessed a miraculous sight. While walking about on the outskirts of the monastery, he beheld a vision of his god. The vision instructed him to build a well upon the spot where he stood. If Abel did this, the god promised prosperity would return to Montelegro. Unfortunately Brother Abel was unable to fulfill his god's vision and appears to have taken his own life.... Or was there Murder in the Monastery? Pgs. 8-17 & 55
In order to stop a series of devastating giant raids, the party must venture into the stronghold of the frost giant jarl Grugnur to both recover the giants' plans and eliminate Grugnur, who is the tactical head behind the operations. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
What’s Included Gathering Darkness: Whisperwind is a self-contained 6-7 hour adventure for the 5e system and is meant for four or five 3rd-level characters. This premium module contains: A complete story, battle maps, and custom NPC stat blocks Random encounters for entering houses in a haunted village A new mechanic called Blight which affects creatures based on their exposure to the horrors of Whisperwind A table of Lingering Effects that reflect the influence of the Dark on Whisperwind’s inhabitants The is the first adventure in the Gathering Darkness Anthology. The Setting This adventure takes place in the cursed coastal village of Whisperwind, a place stuck in a perpetual state of twilight. Once a thriving hub for fishing and trading, Whisperwind now exists in a place beyond time and space. Those unfortunate enough to end up there can come from any plane and any period of time – past, present, or future. Not much is known about the cursed village. In fact, most people are not even aware of its existence, and those that have heard of it often believe it to be a fairytale created to scare children. What they do know is this: once you enter Whisperwind, you may never leave. What they may not know is that inhabitants of Whisperwind do not die of natural causes and may live forever if they are not killed by other means. Instead, prolonged exposure to Whisperwind can have radical effects on the body and mind. The strongest willed may be unaffected, while the weak may lose their minds or be consumed by the terrible sickness known only as blight… Your Mission Uncover the mysteries of Whisperwind, survive the horrors that attempt to drag you into the Dark, and escape alive with your sanity intact.