Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.
A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.
Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212
Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King’s ambitions threaten to unleash a horde of shadow-horrors upon Punjar’s huddled masses. You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar. An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Áereth.
"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
Part One of the Umbral Aristocracy Trilogy. Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on. A Two-Hour Adventure for Tier 1 Characters.
Reavers of Harkenwold pits the heroes against the Iron Circle, a company of cruel mercenaries that has seized control of the small land of Harkenwold. In this adventure, the heroes become daring rebels and lead the folk of Harkenwold against their oppressors.
A small adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. A small urban adventure set in Waterdeep with various hooks to extend beyond this adventure. A character needs to repay the debts he accumulated in life, but now his family isn’t so keen to just let someone take what they are owed. This family may have more sinister secrets that they wish to keep hidden.
Enter the world of Dungeons & Dragons without spending a penny! This fourth-level adventure is designed to work with the free basic rules offered by Wizards of the Coast. You and your friends can explore, battle and roleplay without having to buy anything other than snacks, drinks and maybe some pizza for the DM! Will You Right a Wrong? When a powerful magic item is stolen from a wealthy farming association, the leaders turn to a band of reliable and - most importantly - discrete adventurers to retrieve it. Their journey takes them into a cave system filled with sickness and rot, and thrusts them into a debate over applying magical solutions to practical problems. Where will their loyalties fall when forced to make a tough choice? Includes: Hi-res copy of dungeon map Print-friendly version Continue the path to adventure!
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
Ever wanted to face the cold, dark, and dangerous unknown without the advantages of a fantasy hero? This is your chance! Fifth Edition Funnel puts a spin on character creation. In the Funnel, each participating player quickly generates several 0-level characters blessed with the abilities and low survivability of your average commoner. Those that survive will be promoted to 1st-level heroines and heroes. The Funnel bonds characters over common challenges they meet and (hopefully) overcome. The surviving 1st-level characters share a common origin as adventurers. Instead of merely rolling dice, there is a trial by fire where average people succeed against the odds to do something heroic (or hide under a table in a tavern).
The forlorn Falkrest Abbey in the icy Lune Mountains is where the Queens and Kings of Yore used to be crowned and buried, along with their treasures. According to legends, the Fountain of St. Brynedd still pours its miraculous water somewhere inside. But what caused the fall of the blessed Abbey? Falkrest Abbey is a level 1–3 dungeon adventure for Old-School Essentials. Written by Andrea Tupac Mollica and Giuseppe Rotondo, with original art by Zaira Diana. Content: A 19 room dungeon with exploration, combat, mystery, puzzles and NPCs Encounters and events along the way on the icy Lune Mountains Several hooks and alternate outcomes with possible repercussions on your campaign 3 new monsters 2 new magic items, plus one almighty magic vial of miraculous water Original art by Zaira Diana Map drawn with dungeonscrawl Utility: Treasure & monsters overview sorted by room Interactive hyperlinked map and index Interactive hyperlinked map snippets accompanying room descriptions Printable hand-outs (optional) Extra files: VTT friendly maps without room numbers, monsters, secrets doors etc
'Fierce' was written for the annual release of Fierce, a tasty Berliner Weisse, at Off Color Brewery in Chicago, Illinois. It's a one-shot intended for both beginner players and DM's, with the space for personal flair to be added or to be run as-is.
Gifts for Him is a short, challenging, open-ended, gothic-horror, 5E-compatible Christmas adventure for tier 1 characters to be run in about three sessions, but it can be easily adapted as a one-shot. It contains over 25 pages with original artwork, three original battle maps, three unique monsters, stat blocks for five NPCs, three magic items, and a partridge in a pear tree. ----- The village of Bargrave has a secret. Every year, on Christmas Eve, the villagers cower in their homes while a savage beast prowls the streets, wreaking bloody doom on whomever has not left it a suitable gift on their doorstep. But Elias Buhl has had enough. This year, the old farmer won’t be buying the beast a gift, hoping instead to bait it into attacking him at his homestead, where he will trap and kill it once and for all. But he can’t do it alone. Buhl has hired a band of adventures to help him fortify his home, set traps, and slay the creature. They have three days to prepare, gather allies and equipment, and plan their defense. Or… They can dig a little deeper and uncover what Bargrave has been hiding all these years. Will they slay the beast, as agreed? Might they capture it to use it for their own ends? Can it be redeemed? Or will they die — their blood melting the snow — just the latest victims of the creature’s reign of terror? --- Gifts for Him is a complete, playtested, illustrated adventure that is currently pay what you want.
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it?