Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.
The Pumpkin Hag is built around halloween themes: plumbing the deapths of a giant pumpkin, fighting scarecrows and "Mum"sters, and a shapeshifting hag. It includes 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther that are suitable for level 2-3 play. Designed to be played in 3-4 hours, with level 2-3 characters this is a great HALLOWEEN one shot or side quest for a longer campaign. Fewer words, more fun! The goal of one page dungeons is to get the important information across fast. Make running simple. There is a map, room descriptions, and reference pages for monster stat blocks. A background and overview are provided. The goal is to give low prep DMs high prep experiences at their table. Included in All One Page Dungeons by Arcane Ink: ◦ A *.jpg or *.png for you to load it in your favorite virtual tabletop ◦ A single page map with markup descriptions of the characters, monsters etc, the party will encounter in each room. ◦ A simple summary of the history / overview of what the adventure is all about. ◦ Reference pages with all needed stat blocks pre-looked up and ready to go ◦ Art to help inspire your imagination ◦ !!!SPECIAL BOUNS!!! 5 new monster statblocks - Mumsters, Scarecrow, Hag (Ms. Kinny), The Pumpkin Heart, and Young Gibbering Mouther One Page Dungeons take minutes to read and absorb and make preparation that much simpler.
To stop a devastating rampage of giants across the land, the party must venture into the lair of the stone giant thane Arnak to uncover the truth about why he has broken his peace with the neighboring dwarves. In the process, they will have the opportunity to retrieve important symbols of the fight against the giants and uncover a dangerous excavation. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51
Minotaurs are fond of mazes, but rarely build them. Hex is an architect, engineer, and overlord all in one. A self-declared "Minotaur Lord", he is the only one of his kind known to exist. His lair is all he has, a gargantuan, ever-expanding labyrinth in which he keeps the spoils of his many conquests in youth. Now an ancient veteran, he works tirelessly to keep his hoard safe and to entice new adventurers to test themselves against his gauntlet of lethal traps. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 33 pages (pg 110-143). Published by 2CGaming
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.
There is a witch in the wilds, a goddess unremembered, and a madman. There is a circle of stone - who knows what lies beneath? The villagers are distraught: their children! replaced by fae! The villagers are distraught: who heeded their plea? Ravenous inquisitors, that's who. Oh, and adventurers... This investigative folkcrawl adventure module contains: * an isolated village full of secrets, riddled with strange traditions, * adventure sites and dungeons populated by peculiar denizens, * a small Fae Realm to explore, weird and perilous, * a terrible fae threat and too many curses, * unlikely friends, and foes nobody expects! An OSR adventure module for character levels 3-4, designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs. Includes a fully-linked interactive PDF, a fillable Referee's Toolkit, and player-friendly VTT maps.
Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead
The party has been tasked with bringing the head of the fire giant king Snurre Ironbelly to the storm giant lord Krombaalt, as well as capturing the dwarven traitor Obmi Ironwhisper. Delving into Snurre's stronghold, they will also discover the sinister drow manipulating the giants. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.
Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.
Many centuries ago, the dwarven kingdom of Sarphil stretched out across the Galena Mountains east of the Moonsea. They dug for the precious metals hidden beneath the rocky terrain, and they established numerous cities and settlements to aid in their excavation and manufacturing efforts. This was during the early days of Myth Drannor, the elven kingdom in the forest of Cormanthor, and the dwarves and elves initially clashed as each sought resources and expanded their territories. Myth Drannor and Sarphil eventually settled their differences, and many dwarves moved into the elven city to offer their services and expand their knowledge. In the Galena Mountains, Sarphil continued to flourish. Unfortunately, these days of prosperity did not last long. The last great king of Sarphil was lost in the dwarven city of Mount Throndor, beneath the mountain peak of the same name, and Sarphil withered under bitter clan disputes since no single family could claim legitimate lineage over the fragmented kingdom. What happened under Mount Throndor has been a mystery for thousands of years. Many attempts have been made to reclaim the lost riches and legacy of the last Sarphilan king, but powerful wards have prevented intrusion under the mountain, wards erected by the dwarves of Sarphil. Were the wards built to keep outsiders from intruding – or to keep something inside from escaping? An enterprising dwarven leader wants to find out, but she is going to need some help from a band of heroes. Horrors of Mount Throndor is a Dungeons & Dragons adventure of exploration, darkness, and terror featuring a lost dwarven city overrun by forces from the Far Realm and the journey to cleanse it once and for all. The adventure is designed for a group of 11th-level characters, and successful completion of the adventure should put the characters at 16th level. Here There Be Monsters Mount Throndor has become infested with madness from the Far Realm. During their journey to penetrate the ward and through the city itself, the characters are going to face gibbering horrors, unpredictable slaadi, fanatic stone giant cultists, degenerate star spawn horrors, mutant derro, undead dwarves, and countless golems. The ancient breweries of Mount Throndor have produced alementals who slither in the darkness, and a great dwarven war juggernaut named Big Hans stomps through the city. Legendary Villains and Epic Moments Though it has been sealed, Mount Throndor is not empty. The characters have opportunities to meet, interact with, and (likely at least) combat against powerful foes within the legendary dwarf city. A dwarf lich, a Far Realm spider goddess, an iron-encased demilich, and a melted flesh derro warlock monstrosity all await, along with a mind-bending force - Great Cthulhu! The characters have a chance to face an avatar of Great Cthulhu in the dwarven depths in the final confrontation of the adventure to free Mount Throndor and rid Faerun of a Far Realm invasion! An Adventure of Exploration Mount Throndor is a big, sprawling complex, a dwarven city with two major strongholds, a bridge system spanning a massive underground lake, and a deep mining complex. The scale is difficult to grasp and convey. Previous examples of adventures featuring these elements have included maps - usually lots of them, great spawling maps connected at ends to make huge subterranean dungeons. It is the classic image of a D&D dungeon crawl, and the map is a key component to its visualization. However, in this adventure, the maps are handled differently. There are certain areas, ususally outside the dwarven city itself, that include maps that are suitable for use at the game table, either in theater of the mind style or grid-and-miniatures. Mount Throndor itself is presented with an abstract map, and exploring it utilizes the exploration procedure outlined in Appendix A. Characters traverse the huge subterranean system using this abstract system, and during their travels they are going to run into random encounters and sites with more interesting and complex encounters.
In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world? Part 3 of the Price of Immortality trilogy.
Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.
Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric whose weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.
The first part of the Dreams of Red Wizards adventure path originally published for the D&D NEXT Playtest. Following the events Ghosts of Dragonspear Castle, a new set of adventurer's will see some of the repercussions of that adventure. This adventure is intended to be continued in the Dead in Thay adventure (Note that they Dead in Thay 5e adventure featured in Tales from the Yawning Portal is missing a significant portion of interlude that links Scourge of the Sword Coast to the events within the Doomvault). The adventurers arrive when Daggerford is crowded with refugees from outlying lands. Goblins, gnolls, and orcs have been raiding the countryside. Now, food is scarce and tension is high. Blame for a theft has fallen on the refugees, and the Duke of Daggerford has forbidden more of the displaced from coming into town. After overcoming difficulties to enter Daggerford, the characters learn more about the raids. As they fight against the humanoids and delve deeper in the darkness that encircles Daggerford, the characters learn of Bloodgate Keep. After a final fiendish ambush, they’re ready to confront the real threat to the area. DM Note: This adventure points the adventurers strongly towards Bloodgate Keep but that location does not appear until the Dead in Thay adventure; at several points the party may feel drawn to explore that location rather than continue their investigations around Daggerford. However, since Bloodgate Keep is only eluded to as a source of great evil power, it can serve to easily segue to an entirely different adventure path. As a NEXT Playtest adventure, Scourge of the Sword Coast uses milestone leveling and the included stat blocks for creatures do not necessarily match or even appear in the 5e Monster Manual, nor do they have XP values or challenge ratings. In some places it will reference rules used in the Playtest but dropped or changed in the 5e release, these are unlikely to substantially impact gampley with 5e rules.
A killer is stalking the warforged of Sharn. Some say the murderer is a vengeful spirit, while others blame human bigotry and fear. Can the adventurers expose the truth that lies hidden in the depths of Sharn? Steel Shadows is a D&D adventure suitable for four characters of 7th level. This adventure is set in the city of Sharn in the Eberron campaign setting. Since this is a mystery themed adventure, at least one of the characters should have the Investigate feat. The adventure includes a sidebar for scaling the adventure for lower and higher level characters.
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a salt mine taken over by aggrieved Salt Knockers, - a swamp settlement destroyed by raging Swamp Brutes, and - a decadent earthscraper where the residents found immortality within their Iron Thralls. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 4, 5, and 6. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for low-level characters Level 4-6 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
The tower is compromised. The guards silent. The constructs out of control. A storm of decay is gathering around The Tower of Clouds. Will your heroes be able to get inside the prison and stop a dangerous necromancer from completing her ascent to power? Death in The Tower of Clouds is a one shot adventure for level 4 heroes powered by Draw Steel. In this adventure you will take your players to a flying prison taken over by a necromancer. The prison has multiple ways to enter and move around, making the adventure a dungeon crawl in the sky. This adventure contains: - A 3 page PDF with everything you need to run the adventure - Stat blocks for all monsters - Encounters designed for 3 heroes - Tactical map of The Tower of Clouds in player and director versions
The town of Whitehaven is beset with undead. The townsfolk are quick to blame the Witch of Whitehaven, who lives nearby with her partner in the Surbrin Hills. Yet a more insidious evil lurks in the midst of town, cloaked in a holy man’s robes. And far underground, an ancient evil artifact stirs. The town is in need of heroes. Will you answer the call?