The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
A storm brews on the cliffs, and thunder takes wing. Near a remote coastal village, livestock vanish and tempests rage without warning. Locals whisper of a legendary beast: the Stormwing—a massive eagle wreathed in lightning, said to nest high among the windswept cliffs. But is the creature truly a menace… or merely a misunderstood force of nature? Dare your party scale the perilous cliffside, brave elemental hazards, and confront the Stormwing atop its thunder-blasted perch? Inside This Adventure: ✅ A lightning-charged dungeon crawl through cliffs, caves, and stormy ledges. ✅ A dramatic final encounter with the Stormwing—can your party fight, negotiate, or outwit it? ✅ A thunderous environment with gusts, static surges, and dangerous terrain challenges. ✅ Unique rewards, including the Gloves of Conducting, a magic item that crackles with power. ✅ Multiple adventure hooks for easy campaign integration. This adventure is part of Thirsty Tiger Tales, an ongoing collection of thrilling one-shots for D&D 5e! Perfect for a one-shot or a side quest in any elemental, coastal, or storm-themed campaign. Pay What You Want until the end of May! Suggested price: $1.00 Will your party tame the skies—or be cast down by the storm?
You have traveled to the westernmost point in the Duchy of Starryshade as you make your way to the borderlands. Your final stop in the duchy is a small roadside inn called the Shepherd’s Spear Inn. While stopping for a respite you hear a few tales including a mysterious abbey nearby. This structure is said to only appear for a short time every three years. Magic and wealth are said to be lost within the walls of this structure and with little else to do this might be a final hurrah for your stay in Starryshade!
The characters will investigate a grim mystery in the elven village of Alkai Tor, hunt for answers in a lethal swamp, and finally confront a desperate killer in the Temple of Shattered Minds itself.
The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
A Slumbering Serpent Hidden in the thick rainforest of Serpent Isle is a crumbled yuan-ti citadel. These foul snakefolk have been dormant for decades, but have been awoken in order to fill out some foul prophecy. Delving deep into their most sacred temple; Oss’Ithek, is the only way to uncover the dark secret which they hold so dear. Do you have the nerve to face the serpent?
This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.
Curator Pierce has reported that the House of Knowledge was the victim of an assault and theft. Three days ago, brigands entered the building famous for housing the Tomes of Rummell. They attacked the Stewards of Knowledge, and made off with three books. Each of the missing texts was written by a different author and each is said to contain works of arcane power. The call has gone out for heroes to retrieve these items and bring those responsible to justice!
Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
Something stirs in the waters surrounding Port Wadegrave, a strange presence which has sown fear and discord throughout the coastal town, and sailors fear to cast out upon the waves! Can anyone get to the bottom of these mystery monster sightings and make the port safe once more? Ancient Cargo is a sea-faring adventure for Dungeons & Dragons 5th edition in which the Player Characters (PC’s) must defend a ship against a host of oceanic threats if they hope to complete their journey to Port Wadegrave. This adventure is designed for characters of 2nd to 4th level and is optimised for four characters with an average party level of 3. The adventure is setting agnostic and can easily fit into any published or homebrew world.
Follows DLQ1 Knight's Sword. Rumors are circulating that Flint's axe has been seen around Hillhome. It is up to the player characters to solve the mystery and find the legendary battle axe of one of the Heroes of the Lance. TSR 9382
Abridged description from DriveThruRPG.com: From award-winning RPG podcaster John Grana comes a new supplement for the Pathfinder RPG: a sprawling goblin warren and the tribe that inhabits it, fleshed out in full detail and turned into a campaign setting for goblin player characters. Within Bloodmoon Goblins is all the information a gamemaster needs to bring a goblin campaign, full of action and intrigue, to life.
To a reigar, art doesn't imitate life, it is life. "An Artist's Errand" is an AD&D Spelljammer adventure for 4-6 good-aligned characters of level 6-8 (about 35 levels total). The module assumes the party is familiar with spelljamming. The party should include at least one spell-caster, preferably a wizard, but a party of resourceful (and powerful) fighters and rogues should be able to complete the adventure. PCs with an understanding of navigation, elvish, and engineering will come in handy as well. The party need not own a spelljamming ship to complete this adventure. Pgs. 8-31
A small port seems the perfect place to dock when a freak storm forces the small trade cog, Sea's Rock, to find solid ground. But the newly discovered port town raises questions: where are all the residents, and are any of them still alive? This module favors investigative and inquisitive playstyles over kicking in the door with swords drawn. Without at least one Medium female humanoid PC or a PC who can speak and read Orc, this may be a difficult module for the players to complete in a cohesive manner. Published by Insomniacs Ink
A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69
The entity known as Oreiax is a gruesome, stunted monstrosity born of ancient death. Rescued from an eternity of petrification by Doresain the Ghoul King, Oreiax immediately pledged itself to the Ghoul King's service, and thus indirectly, into Orcus's service. Oreiax, born of stone and death, seeks to glorify Doresain by petrifying the world. Pgs. 112-119
In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).
a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark
The heroes hurry to reclaim a treasured item that an evil hag has hidden away. The item they seek is well guarded by dangerous foes bent on destroying any that dare enter their domain. Estimated play time - 1 hour. This product contains two combat encounters designed for 4th level PCs, an extensive backstory, new monsters and new magic items. The encounters are easily adapted to almost any campaign setting. The text also includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the second of a three-part "Fey's Bargain" encounter series.