A few weeks ago, a neogi flying ship met with misfortune in a furious thunderstorm as it was setting out on a long journey. Heavily damaged, it crashed on an isolated rocky beach. Several neogi and their slaves were killed or injured in the crash, but five of the small monsters survived, along with four umber hulks and a handful of other useful slaves. Under the leadership of the sorcerer Neex Hist, the neogi are working to repair their ship so they can continue their interrupted voyage. In the meantime, they have set up camp in a large sea save close by the site of the shipwreck. While the repairs continue, the neogi and their minions are scouring the area for anything of interest - there's no point in leaving potentially valuable merchandise in the vicinity of the crash site, after all. Pgs. 101-106 Suitable for lvls 6-8 in 5e, using 5e stats.
Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster. A Four-Hour Adventure for 17th-20th Level Characters. Optimized for five 17th-level characters.
Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discovered that the goblins are forming an alliance with local hobgoblin and bugbear tribes to sweep the humans out of Thunder Rift forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. if the envoys do not return, the tribes will assume that the goblins murdered them and attack the goblins instead of the human settlements. In this way, the humans of Thunder Rift gain some unexpected allies against the Red Hand goblins. This is the most dangerous and demanding of the three adventures in this set. It is recommended that you play it after Red Hand Trail and Trouble Below. However, it can stand alone as an adventure in its own right if you wish. Part of TSR 1076 The Goblin's Lair
An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously. The locals suspect foul play, and the foulest player they know is a bugbear named Relgore -- the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?
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.
The party makes their way into a small mining village by the name of Skalintown. They quickly realize that the people here are terrified, hiding behind closed doors and peering out through boarded up windows. A gang of criminals that call themselves The Calamity have promised to destroy the city and everyone in it if they don't receive a tribute of twenty thousand gold by the end of the week. This is a poor town and even with everyone's wealth combined, it doesn't come close to that value . . . but they are fighters. Perhaps all they need to hold back these invaders is some help. The deadline is four days away and the closest town that would be able to help is three days travel one-way. Skalintown tried to reach out for aid, but no one cared enough to risk their own lives to help them. Now they must rely on your players for help. The party will need to rally the townsfolk and strategically decide how to prepare for the assault. Do they dig trenches to trip up enemy wolves, do they train the townsfolk to use crossbows, or perhaps they create explosives to detonate when the bandits make it into the city? Each of the party's decisions affect the final battle and means that every group will have a unique experience in their fight against The Calamity. This adventure is heavily influenced by the traditional Wild West shootout. Try to capture that feeling for your players by playing music of that era, in the way the townsfolk act and speak, and the way the town itself is operated. There are thousands of different options for the fight and if your players play their cards right, they make quick work of the gang and earn a pretty penny while they do so.
For centuries, the dragon Storm has ‘peacefully’ lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr’s Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom’s eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand! Also included in “Storm’s Wake”: A new template for Titanic creatures, larger and more powerful than any of their kind A new type of dragon, the Swampscale, whose dragon eggs can be captured in this adventure and trained Two new magic items, the fleetmaster’s compass, and the spade of excavation A new deity, Perenna, the god of spring and vanity Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
In Sharn Files: Secret of the stolen Beef Boranel you can cast a suspicion on the teammate while defenestrating the enemies. This one-shot mixes social deduction games a la Mafia or Blood on the Clocktower with fun combat encounters inspired by Tactical Breach Wizards! A perfect little distraction after you have traumatized your players during the main campaign and everyone needs a breather. This 3-5 hour one-shot for level 7 characters adds the character-driven tension to a simple but exciting dungeon crawl. Sharn Files tells the stories of Blackened Book, a special unit within Sharn Watch that takes on magical crimes. However, this mission is special, since our heroes need to not only raid an underground drug laboratory, but also find a traitor among themselves! Someone stole the Captain’s lunch and all of you are suspects. Find the traitor before the end of the mission, or risk to patrol the streets with the regular guards for a while. Features: - Over 25 lavishly-illustrated pages - 3-5 hours of gameplay - 2 custom-made encounter maps – a multi-level warehouse and a hazardous laboratory - 6 pre-generated characters, each one cuter than the other - 6 unique monsters perfect for throwing out of the windows - 4 new Magic Items approved for use by Sharn authorities - Additional subclass: Warlock who’s patron is the City itself 100% human made - no AI was harmed (or used) in the process.
Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...
A Tutorial and Alternate Start for Lost Mines of Phandelver Before Phandelver is a tutorial adventure designed to help new players and DMs be better introduced to Dungeons & Dragons. Crafted with best educational practices in mind and covering important details of preparation and mindset often overlooked, especially by new DMs, Before Phandelver will help the Lost Mines of Phandelver truly become the adventure worthy of inclusion in the Starter Set.
Dr. Rudolph Van Richten and his network of investigators have hunted and put an end to numerous creatures of the night across the Domains of Dread. But some foes are more elusive than others, and will require the aid of heroes to put an end their reign of terror and close out these open cases. A gathering of the Keepers of the Feather turns deadly when murderous birds overwhelm a seaside town. "An Unkind Nature" is the introductory adventure for the villainous wereraven, Nathaniel Hoken. and provides the basis for an extended campaign that will find adventurers aiding the Keepers of the Feather and traveling across the Sea of Sorrows and its island domains. This chapter also introduces a new magical item: Bluebeard's Tear. Content Warning: Murder, Abduction, Bird Attacks, Stormy Weather.
A strange, foreign wizard calling himself Kelvan has appeared at the same time a mountain materializes out of thin air. He asks you to recover the Gloomblade from a Netherese ruin in order to help him with his research into this strange new mountain. A Two-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th-level characters.
Deep within the blasted desert wastes a mysterious black tower has been sighted. The structure is not marked on any known map and has not been seen in this location by travellers in the region, yet there it stands. The adventurers set out to explore this ancient, isolated tower that appears ripe for the plundering. Within they face a gauntlet of insidious traps and supernatural horrors. The deeper the adventurers delve, the more secrets of the tower’s origins they uncover. The tower’s sinister creator does not rest easy in his arid grave – the adventurers must face him if they are to survive the Tower of Screaming Sands. Also included in “Tower of Screaming Sands”: Five deadly new traps: The Chamber of Ten Thousand Teeth, The God’s Grasp, Chamber of Flooding Sand, Hall of Arcing Blades and Descending Stone Block. A new monster – the scorpion swarm. Rules for whirlwinds, a new magical hazard GM tips for running overland travel.
Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure
It’s a beautiful autumn day. The sun is shining off of leaves that are turning gorgeous shades of red and orange and yellow. What could possibly spoil the Otari Fall Farm Faire and Festival on such a day? That’s exactly what farmer Bum Tuggles thought as his precious pig, Hamilton, won the blue ribbon for finest hog in the show. The answer was simple — goblins! Goblins rushed the faire, their cackles and roars filling the air as they slaughtered without mercy. They sowed chaos and fear while a small group went straight for Hamilton. For some reason, they didn’t kill him; they took him. Now farmer Tuggles is offering a handsome reward for anyone that can track down these goblins, and bring him back his pig. Can you…Save his bacon? Save His Bacon is a short Pathfinder Second Edition adventure designed for four to first-level adventurers. Save His Bacon contains: A custom map of the upper level of an abandoned dwarven mine Custom Hazards Unnumbered and ungridded maps for use in your favorite VTT
When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?
When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8
Delve into ancient ruins of civilizations past in this one-session adventure for 4th level heroes of the world's greatest roleplaying game! The Corwyn Catacombs is a one-shot adventure that sees characters delve into ancient ruins of a precursor civilization to rescue citizens of Corwyn and keep the village safe from harm! Will the heroes succeed in vanquishing the evils that lurk within? Or will they meet a grisly end, to rise again as servants of the undying Chiran Empire? Published by Animancer
Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?
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?