The starting point of one’s career sometimes starts meekly, at other times not so much. This adventure sends a brand new (or 2nd level weaker character) on a simple fetch mission. A romance on the brink is in peril when the PC accepts the mission. A looming celebration has the player torn between a future on the road to adventure and the future with someone special. Is your player ready to take a trip to pick up some alchemical supplies?
Your time at the Riverside Cafe is cut short as you witness the wanted criminal Jessy Jane tearing through the area. As the guards fumble the pursuit you recall a hefty reward for this nefarious woman. What the hell, the Etharia Tea was too hot anyway. Rising from your seat, you head off after the woman!
Sehvain Malual is renowned for his work in necromancy, using the dark art to destroy the undead pestilence polluting the world. However every warrior must hang his proverbial sword and retiring from adventuring life, the wizened elf settled down in a nearby town purchasing a small townhouse. Here, he would finally find the peace he so craved, or such he hoped before he found The Black Lexicon. What dark intent consumes Sehvain’s time is anyone’s guess, but only the PC can uncover the Legacy of Darkness.
One page adventure, one page map. On the edge of a lake/ocean’s windswept field/forest, outside of his small stone home, a very old, callous human magic user, Cyfrin the Wrathful, summoned an invisible stalker in a magical binding circle. First he began to taunt the stalker, proclaiming his dominance over it, describing its powerlessness to do anything but carry out the old spell caster’s will. Next, Cyfrin dispelled its invisibility, ordering it to execute his plan. In Cyfrin’s excitement, he gazed upon the stalker’s now visible, horrifically impossible face - and abruptly suffered a stroke, dying on the spot. Still imprisoned, the stalker wants freedom. Will the PCs help it? Adventure hooks provided. Published by Wicked Cool Games
Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125
A unique skill-challenge focused adventure on a perilous cliff wall! A rift descending adventure where certain doom is mere inches away at any given moment.
This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures
"Ambush at Boxcar Rocks" is a two hour adventure for character level 1-3 (3-6 players) but is easily adapted to challenge higher level PCs by adjusting the spawn rate and the spawn limit. It features one hand-drawn, color map. It can be run as a brutal oneshot gauntlet or a quick side quest to pad the players purses. Deep within the labyrinth of massive, glacier deposited rocks there is a natural cave once used for interring the dead. Now the bones of the pit within stir because of a foolish neophyte. A listless, blood thirsty horde tramples toward daylight and nothing will remain in their wake...
Tucked away in the Springwood Forest is the Elven settlement of Silvantri. The town is filled with those Elves who left their ancestral home in the Treetop Forest. The community is elevated and suspension bridges link the buildings together. This setting will allow those enjoy Elven backgrounds to further their joy.
Over a millennium ago, a clan of dark elves broke away from their evil kin and fled from the city of Menzoberranzan. Though many lives were lost in the initial exodus, the large numbers of the renegade band ensured that they were more successful than any could have hoped. And yet, the drow that finally arrived into the surface world found themselves shunned at every turn by those unable to see past their appearances. Just as their hope was beginning to wane, a song rang out through the night, beckoning the way to the sea and to a silver ship waiting amidst the dark waves. Many years have passed, and little knowledge remains of the strange island that the dark elves came to call their home, but the wicked Lolth forgets nothing. Evil magic converges upon El’tara and begins to steal away the light of hope. Whether through fate, mere coincidence or perhaps divine intervention, a band of adventurers find themselves standing at the shores of this land in the time of its greatest need. This adventure should run for approximately four to five hours and may be played either as a one-shot or as part of an ongoing campaign. It contains guidelines for running the adventure at any level from 1st to 8th and for a variety of group sizes.
The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.
Katha is a fully built city with nearly a hundred NPCs, dozens of shops, and many different factions all vying for power over this growing city. Katha is a growing city-state that can expand (or regress) in any direction depending on the choices of your group. It can easily suit any party of any size or level but is designed for mid-level parties with money to spend. The city will grow (or shrink) and change at the party's every move, making it a city full of potential. The document also includes a map and key for the city, four stat blocks for two major NPCs, a new monster, a boss fight, and a dungeon map. Katha is designed to be placed into any setting with only minor alterations. Advice for how to fit Katha into your setting is provided throughout the document. Included is also a plotline that can span anywhere between four and ten sessions. The Cult of the Storm, a mysterious and millenarian cult, hopes to bring about the end of the world so that it may be reborn. Several of the groups and NPCs in Katha are secretly working for the Cult. Will your party realize that they are accidentally helping them in time to stop the Cult from assembling the four parts of the weather control artifact and starting The Storm? The plot will also develop the city and reward your party not with wealth, but with property and the ability to build what they want and invest their time and energy into growing Katha.
Welcome to Cappadocia! This ruined ancient city is home to a group of shipwrecked Gnome adventurers. For the past several years they have tried to make the best of their situation and are starting to feel at home. This is also a side adventure to FP13 - Odie's Staff. Oh yea and two more words.....Gnome Airship!
Grave Detail has your mid-level PC asked to retrieve the remains of Sir LaGain from the nearby battlefield. The relatives have learned of the man’s demise and are willing to pay a sizable sum for the body’s return. While the battle has ended, dangers remain. Can your solo PC bring closure to a noble death?
A5e Solo Gamebooks quest for 1 Level 2 PC, this adventure sees the brave adventurer enter Weathercote Wood in search of a noble's son. The local legends around this wood are full of terror... Dare you enter? This is written like the classic 80s gamebooks Lone Wolf and Fighting Fantasy... no DM required! Part of a series, the PC can then continue to Tyrant of Zhentil Keep, and Citadel of the Raven beyond that.
HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387
Welcome to the Port City of Kak! A jewel in the Duchy of Starryshade and near the disputed border of Pryston Realm. A mecca for traders and gamblers this city has something for everyone. While the city is under the control of the duke, Lord Fargo Mellathan is the sole voice of law in this city. The 8th Viscount yields to the duke on most issues but does not allow military units inside the city limits that are not controlled, or willing to be controlled by Fargo. Traders abound the city limits with items and goods from the corners of the known world. The city is nestled in an easily defensible harbor and the viscount’s men protect the port area with large war engines from the bluff. All adventurers of any experience can find items of interest within the borders of Kak and even locate multiple types of transportation here. Whether the party wants to gamble hard earned gold at Ohmar Mylo’s gambling hall or needs to do research in the Hole of Manuals library, your PCs are sure to find a variety of interesting spots ripe for exploration in Kak. Many rumors can be heard, verified, or quashed along the cobblestone streets of this bustling port city. Flesh out the businesses or better yet, have your players tell you what they expect! This adventure setting was designed for the 5th Edition rules and used in the Filbar Duchy of Starryshade campaign. It is easily adaptable to any campaign or setting. Save yourself some time and utilize it for your own!
The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.
The jewel of the Duchy, the great city of Filbar can be utilized as a home base for adventurers or as a goal to go see. This city has over 130 points of interest and is the home to the Duke of Filbar. Rumor has it that if you can't find it in Filbar, it can't be found anywhere...short of artifacts that is! The walled city has decorative fountains and artisans of every kind. Mages can visit the towers of magic and multiple potion shops. The grand courtyard south of the castle is the home of festivals and carnivals every month. All in all, this city is large enough to provide residence or adventure to almost every adventurer. At 49 pages long there is plenty to explore!
Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.