Bloodpurge, a bayou village in the Flooded Forest, has come under siege by malevolent powers. Many hunters in this shanty-town have gone missing. Desperate folk murmur rumors of evil lurking in the willow groves.
Searching for a Shorebird A gnome contacts the characters in the Lucky Liar tavern of Lonelywood, and informs them of a legendary bird that has been sighted in the forest. A Tier 1, two hour adventure for Dungeoncraft (Plague of Ancients) using the Snipe Hunt Hook. Optimized for APL: 3
The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
A cadre of githyanki has come to the world in search of rich plunder and soft targets. It has set up a base in the lower levels of an abandoned fortress ruin. A caravan of travelers spotted a githyanki while it hunted for food. Rumors of an invading army from the Astral Sea quickly spread through nearby towns, and the PCs have arrived to investigate. Pgs. 84-89
Years ago a Gnome female named Carlota retired from adventuring and built a small tower not far from Dano’s Point. While the illusionist/tinker kept to herself her home was reputed to have a cache of magical items from years on the trail. It has been several years since anyone has seen the diminutive woman and she is believed to be deceased. As you begin your adventuring career you decide that a trip to the tower is in order. If Carlota is alive, perhaps she can give you advice, if she isn’t perhaps you can help yourselves to some of her items.
Explore an abandoned wizard’s tower in this short mini dungeon! This adventure is a Micro Dungeon. Preface Long ago a wise wizard named Adubeus lived deep within the forest. As he lived, he would pass out nuggets of wisdom to those in need, and aid the local townsfolk in times most dire. Long past are these happy days, however, and the kindly old wizard has not been seen in many decades. Some say he found a calling elsewhere in the world, while others whisper of his demise at the hands of a secret experiment gone awry. One thing is certain, however. His tower, long forgotten, still stands out there in the forest. Occasionally, some hapless person wanders upon it much to their personal peril. The specific details of Adubeus are left vague on purpose. This small adventure is intended to be played as part of a larger campaign, and the location can be modified to fit your setting. The reasons for your adventuring party to be heading towards the tower are entirely up to you, however, below are some good sample adventure hooks.
The Heart of the Haunted Sea e adventurers are on a storm-wracked ship, seeking the island of a long-forgotten, abandoned temple to the Sea Demon. In the temple, an extinct people sacrificed their wealth, their criminals, and their kings to quell the demon’s wrath. Untold treasure is said to just be lying there. Are your heroes bold or ruthless enough to claim it? Written by Shane Ivey and illustrated by Kurt Komoda, “The Sea Demon’s Gold” is an adventure for the Fi h Edition of the world’s most popular fantasy role-playing game. It can be played in any fantasy world you choose. It also makes the perfect introduction to the Broken Empire, a world of ancient mysteries, perils, power, and corruption featured in the Swords & Sorceries adventure line by Arc Dream Publishing.
Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)
For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.
Book 4 in the Iron Gods campaign: A great threat is rising in Silver Mount, but a precious item belonging to a mysterious entity called Casandalee has yet to be found. With the Dominion of the Black still an ever-present danger, players must navigate a dangerous canyon, the Scar of the Spider, in hopes of learning more about their enemies, and to accomplish their mission.
From Exalted Funeral: The snows are alive. A soft, cold spirit courses through them. Her lace threads the world; watching, drinking, listening, stroking, soothing, killing. Her touch is soft and icy. She is Winterwhite, the daughter of the Waterdrinker and the Northwind, and she is a terrible god. An avatar of ice and hunger, of visions and death. Dooms and devastations to visit upon a cosy roleplaying setting. Longwinter is the RPG sandbox of a realm that has broken its vows to Winterwhite and will now pay the cold price. This book contains secret knowledge and mechanics for the referee. The setting is profoundly close to that of Witchburner (by the same author and artist). This sandbox includes: ~110 pages of content. some colour illustrations. 3 variations of the Brezim map to represent changes as Winterwhite's curse bites harder. faction trackers for the 5 key factions and over 40 events to represent different groups growing or waning in strength depending on player actions. detailed weather and event tables to simulate a living setting. detailed encounter tables for night and day, which grow harsher as Winterwhite's curse grows stronger. several more tables to generate corpses, caches, vaults, and memories of summer. optional playing card-based escape mechanic with 54 different locations, challenges and characters encountered in each location. alternatively, the escape section serves as a resource to mine for winter locations, challenges, and characters. Be aware: This is a book of factions and winter encounters for the full-fledged mini-setting detailed in the Longwinter: Visitor's Book. The content is mostly system-neutral. It references some 5E or d20-style conventions, but should work with most low-power systems easily. Many of the encounters, and particularly the escape, will not work with characters resistant to cold, capable of flight, or otherwise able to avoid the environmental challenges. Finally, thank you for considering running Longwinter for your players. It is a bit of a tribute to the mountains and myths I've walked and heard over many years, and I hope you will find fuel for many adventures and good memories herein. It has also been a challenging project to prepare. Many people helped make it as good as it is. The fault for all errors and typos is my own. —Luka, December 2020
A little village with a turtle-shelled problem. An unusual visitor who likes villagers - medium rare. The Kappa ofPachee Bridge is an AD&D® game Oriental Adventures module. Whether a group of religious pilgrims or a samurai with, bushi attendants, any strangers passing through Pachee are stopped by the frantic rice farmers, pleading for aid. This encounter is designed to fit into any Oriental campaign and draws upon Japanese folk legends about the nature of lake kappa, considered here to be a subspecies of common kappa (Oriental Adventures, page 124). The village of Pachee is a remote and usually quiet spot where travelers rarely pause, a collection of 35 rice farmers and their extended families, with fishermen, hunters, and herdsmen, a smith, two carpenters, and a potter. It is named for Pachee-ko, a deep, stream-fed lake west of the village. The waters of Pachee-ko irrigate all the rice paddies and yield the fish that feed the townspeople. Pgs. 28-32
One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!
A killer has come to Oakbridge, and she won't stop her murderous campaign until she exacts revenge against a group of ex-carnies who have come to Sharn in an attempt to start new lives in the aftermath of the Last War. Pgs. 22-36
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
Children and a cleric have been kidnapped from a small coastal town by undead creatures who crawled out of the sea. Defend the Captain's Folly Tavern, investigate the mystery, swim through underwater caverns, and fight the monstrous denizens of the deep in order to save the kidnapped civilians! This adventure includes: 4 New Monsters, 4 New Magic Items, A Seafaring Skill Challenge, & Complications for an Underwater Chase Encounter!
The wedding was meant to unite poweful families from Everlund and Silverymoon. "Til death do us part" comes sooner for some couples than others when undead hordes and a feral demilich are uninvited guests. The Dead Wedding is a short, 3 to 5 hour adventure for characters level 14 to 16. The adventure contains maps for Moonshadow Keep and the crypt of the demilichess Regetta Arch Therm, deadly traps, and RP hooks that enable players to use high-level non-combat abilities.
God of Ore by Tom Knauss is a 3rd-level adventure that takes the PCs from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be. Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level) The characters will be thrust into the middle of an epic confrontation between the dwarves of the Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst. The dwarves’ dominance over the region and very survival hangs in the balance if the characters cannot thwart the monsters’ ambitious plans. The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Are the characters up to the challenge of solving the centuries-old murder of a historic hero? Within the adventure, the characters are caught up in the haunted memories of the ghostly knight and help him to accomplish his heroic deeds. While doing so, the party becomes familiar with his world and the murder suspects, picking up clues to their motivations and actions along the way. At the end of the adventure, an enraged spirit confronts the characters and demands that they name his killer. If they can do it, they are richly rewarded; both in treasure and the knowledge that they let a good man finally find rest. If they fail, they must face the chilling wrath of the deathless phantom. The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level) This adventure will find the characters traveling into the foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and ladies never return from their excursions to the Answin Hunting Lodge, the characters must investigate their mysterious disappearances. The journey leads them into the figurative heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also plunging them into the harrowing abyss of hatred and greed. The Missing Pin by Alex Kammer is a 2nd-level adventure designed for 4 to 6 characters. In the Lost Lands setting it takes place in the Unclaimed Lands north of the Borderland Provinces at the point where the Great Amrin River meets the Glimmrill Run. At the confluence of the Great Amrin and Glimmrill Run rivers sits the small town of Gumspur, a small backwater town known only for its convenient location and its only real export, pottery. So, when an audacious theft victimizes one of the leading families of Gumspur, a group more capable than the local constabulary is needed. On its surface, what looks to be a simple theft conceals a much deeper and much more dangerous conspiracy. In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) In this open “seek and destroy” adventure, a relic from the prehistoric past — a mystical prison containing a powerful proto-dragon and other creatures from long ago — has been flung forward in time to arrive at the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, fractures upon arrival, breaking into several shards that fall to the land below. Soon, the prehistoric menaces trapped within wander out of their broken prison to threaten the realm. The characters must search for the five shards and destroy them and their former prisoners, then confront the now-free proto-dragon before it recovers its full strength. War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level) This adventure can pick up where Between a Rock and a Charred Place left off or stand on its own. Erod Flan weathered the dark folk’s storm, yet the conspirators are not done. Their focus now turns to the critical outpost of Tyr Whin. The characters and the outnumbered defenders must somehow stop the hobgoblin warlord, Grugdour, and his army from overrunning the citadel and opening a beachhead for invasion into the Stoneheart Mountains. A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level) This module takes the characters across the Stoneheart Mountains onto the forbidding Feirgotha Plateau to investigate the myths and tales surrounding the ancient and presumably deserted Library of Arcady. The PCs soon discover that the venerable building is not as abandoned as originally believed, and its unusual caretaker keeps more terrible secrets than any of its fabled lost writings. Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Strange things occur after a meteor streaks overhead in the night sky. Combining elements of a fairy tale with elements of cosmic horror, the characters will confront a community of these evolved animals with evil plans that involve finding the fallen star and confronting an unknown entity. Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) When a wagon train fails to return from a supply run, the characters must investigate what happened to them and the riders that were dispatched to find them. The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) A once-imposing residence called Coltherstone Hold was abandoned years ago, and in the decades since, a fantastic amount of vegetation has grown up the walls and rooftops, covering the structure. Many of the plants are dangerous — deadly, even — and reclaiming the hold will require more than just a few machetes to chop down some weeds. Much worse, a few of the plant specimens possess intelligence as well as an undo degree of malevolence. They’ve infested a nearby village — all but burying it in overgrowth — and have absorbed a few villagers along the way. Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level) The Dragonmarsh Lowlands is a forsaken land blighted by the vile demon lord Tsathogga and countless foul denizens. When Quaywright Fishery inexplicably falls silent, it takes those of stout heart to determine what dire fate befell the former inhabitants and what monstrosity now lords in their place. The grisly carnage leaves even the most seasoned adventurers shaken to the core, as they witness firsthand and may personally experience what it feels like when the tables turn against humanity. Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level) The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds. In his warped mind, only more violence can garner his freedom, placing the innocent descendants of his long-deceased conspirators — and an entire region — in his crosshairs. A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The characters explore a village to locate the lair of a monstrous murderer — but the villagers don’t want the murderer to be discovered. The Archdruid Cadrryn is so old and mystical that his very presence often affects the natural world around him. Over the years, his close association with the region’s quail population has bestowed upon the birds a sentience uncommon to normal avians. With slightly advanced intelligence, the quail now act as local sentinels, reporting back to Cadrryn on all matters that transpire in his domain. But the druid has been away for more than a fortnight on business of the Druidic Order of Oescreheit, leaving the quail to decide on important events without his wise hand to guide them. When the birds learn that a sinister force has infiltrated the nearby village of Eorls Gedreas, where many of them roost upon the thatched rooftops, the quail convene to determine a way to fight back. Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) This location-based adventure is centered on a ruined, long-disused stone keep in a temperate wild forest area (possibly not far off a caravan road or forest trail). The characters will be able to explore the ruins of the keep, which have become a plant colony, and attempt to wrest a powerful treasure from the clutches of the araunglyd, a gigantic sentient fungus. The araunglyd will attempt to thwart the players at every turn, using its drone-like minions to harass and hinder them as they go. Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level) This adventure takes the characters on an exotic cruise in a parallel reality known as “the Real World”. During a stopover, they find themselves on a museum tour where the vivid paintings draw them into a world of fantasy. Also available for Pathfinder and Swords & Wizardry
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.
Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.