Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it “obsession”) in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt. Not knowing what became of her, the elders ask the adventurers to find Jelendra. “Let her know that she is missed, and we want her to return home,” one elder says. Pgs. 114-119
Deep in the forest, something is stirring. An evil fey sorcerer, cast out of the First World millennia ago by her own kin, has found a way to break through the ancient walls of her prison, and carries with her a vengeance too deep to be sated. For the quiet Andoren town of Bellis, busy celebrating a long-awaited marriage, it's a time for joy and laughter. Yet the forest that's always sheltered it is growing dark, and things are moving in the heart of the woods...
Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more
Elanil Elassidil, an elf bard of no small legacy, has put out a call for trustworthy agents. It is time, it seems, for a quietly hidden piece of elven history to become known to the world. Meira Faerenduil, lost knight of Myth Drannor, has been dis-covered, and must be brought back to civilization. A four-hour adventure for 5th-10th level characters. **NOTE** As of August 30th this adventure no longer grants an Oathbow in Adventurers League play. It has been changed to award a +2 Longbow per the Adventurers League Content Catalog.
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43
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
A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!
As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly. It was then that the Brothers of Brie, and obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne. This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7. This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series. TSR 9107
An unknown force is inciting the people and creatures of the idyllic Greenwood to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.
The Thorn Hag, an ancient evil thought vanquished by the Elf Queen and her heroic companions many years ago, has arisen from the dead. A fey harp, created from the heart of the treant that perished in the battle, has gone missing from Satyrs' Glen and the Thorn Hag seems to be behind it. The PCs must track the missing harp through a warped and eerie wood and into an unseelie area of the Feywild to stop the Thorn Hag wreaking revenge upon the Elf Queen before it's too late - the clock is ticking. The Sylvan Harp is a D&D 5e adventure for 4-5 PCs of the 1st tier (Levels 1-4). The adventure has been designed with suitable alternatives to run the adventure for 1st, 2nd, 3rd or 4th-level characters, including advice for adapting creature numbers and/or powers to suit the level of your party. The adventure is estimated to take 8-12 hours to run. A timeline of events, and guidelines on how the actions of the PCs can affect those events, is included. The adventure includes nine new creatures: gwerthin, satyr bard, ash guardian, light guardian, treant spirit, pixie rot zombie, green dragon skeleton, thorn hag and thorn hag's hut. It also includes two new magical items: a powerful magical harp with a dark hidden secret and a crystal ball of clairvoyance. Also includes a player handout of the rhyming riddle of the fey, and maps of the area and a darkling tomb. Requires Volo's Guide to Monsters.
When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78
"It shines in the night. Ogres run in terror of it. It kills by sight and by touch. It never stops hunting - and it's hunting for you." Vengeance denied in life is reborn in death. Druida Glanadyl, a female elf adventurer, seeks aid from the PCs in avenging the mysterious deaths of her family members. The horror that haunts Elfswood can be attributed to a spirit (odic) of a vengeful cleric, Irkthorn Balin. Pgs. 16-28 & 64
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.
Get in the carriage, strike a power chord, and cast a fireball. Tritonia is the first of a three-part 5th Edition Dungeons & Dragons adventure where first level players assume the role of a touring band in a world controlled by the maligned artificer Lord Spootify. Combat rival bands and nasty monsters alike in this indie-rockified fantasy RPG module. Whether you’re in an actual touring band and looking for a game to play on the road, or just a group of D&D players looking for a fun and novel campaign -- Tritonia riffs on classic D&D adventuring and modern music culture for unique encounters and a sonically inspired quest like no other. It features: A band name generator for crafting the coolest stage moniker A band-building guide with 12 dynamic personalities. Play as unique archetypes like the Talent (the dude who shreds), De Facto Manager (who does all the work behind the scenes), and The Kid (who recently learned how to play the lyre and is just excited to be here) Background on the rich world of Tourmaline Valley. Learn about Lord Spootify, the mysterious Accelerators, and the creation of the Stream Stone 16 Rival Bands including Chaotic Neutral Milk Hotel and A Couple Two Three Directions Memorable NPCs and baddies like Hank & the Hecking Hecklers with engaging backstories and motivations Music inspired magic items including the Strings of Magic Missile Optional rules to enhance the band’s abilities and the game aesthetic Various callouts and references to modern indie music culture, bands, and the rock & roll lifestyle A good ol’ fashioned twist
While travelling the open road, the party encounters two good-hearted thieves with a potentially lucrative proposition: The despotic baroness Ytrix hoards a large treasure nearby, locked within her army’s fort. Wouldn’t it be exactly what she deserves to have that treasure stolen and given to the needy that she’s so long ignored and oppressed? That’s what the party’s new companions think anyway, and they certainly have no ulterior motive for the job... The treasure is protected by high walls, a legion of soldiers, a fanatical wizard, and plenty of other surprises to keep would-be thieves on their toes. The party will choose how to approach the fort, case the joint, make their plan, and execute their heist. When they're done—and if they're successful—they'll leave with a small fortune and even a few unique magic items. A 6-8 hour adventure for 3rd or 4th level characters.
A short adventuring interlude focusing more on encountering something unusual, rather than fighting anything. The PCs come across a tree and a pool inhabited by elves. The nearby brook fizzes with "energy gas" that grants a temporary HP boost. The players can explore, but there are no real "answers" just a weird thing they found on the way from somewhere to somewhere else. Rated for between 1 and 4 characters, this could easily be run for solo play, but it is short and a little weird. There are roleplaying opportunities with the elves, but there's scant data here, the elves are flighty and capricious. Pgs. 38-41
In The Standing Stone, a tiefling sorcerer named Dyson discovers a circle of standing stones constructed centuries ago by druids to hold their annual rituals; the druid community was later destroyed by the great dragon Ashardalon. Dyson uses the magic of the stones to replace people with animals transformed into humanoid form, loyal to him. Dyson encounters the player characters in the village of Ossington and tries to manipulate them into eliminating the remaining enemies standing in his way.
"While staying in the quant rual town of Keswig, the PCs are approached by a troubled young woman named Elexa Justheart. Elexa has just returned from the Galhanor Crusades--a war fought against giants and humanoids in the distant Galhanor Mountains. After serving six months as a cleric in a series of major battles, she recently arrived home to find her uncle's castle occupied by evil brigands." -- from the module. Includes overland maps and maps of the tower and castle.
In this small 20 page adventure module, centered around an archaeological dig, revisit Bull Creek and find out the secret behind what really lies in the hero Vertrixx Mazilaxx's sarcophagus. To do so, you'll have to meet up with master archaeologist Geranimus to delve deep into the ground. On the surface, politics boil and tensions between species are high. Below, secrets are to be uncovered. Can your party find the truth? Find out in Old Bones. Old Bones- a 5e SRD adventure for levels 4, 6 and 8. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one or two shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign.