Can you save Timsgiving (not Christmas) when Tim (not Santa) goes missing just days before the holiday? With only a few days until the annual winter gift-giving festival of Timsgiving, Tim the toy maker has gone missing without a word. Something mischievious is afoot. Can the party save the town of Spining from missing a holiday? Dragon in a Toy Shop is a 3-6 hour adventure for a 4th to 5th level party. It is set near the town of Spining, which can be dropped into any campaign setting, but can also be run alongside another settlement or even in the middle of the wilderness!
Your foe seeks to unlock the Iron Door beneath the Peaks of Flame and open the way for the Eater of the World. You must find your way through the maze of tunnels and stop them, or it will be the end of all things. Part Four of the Broken Chains Series.
DC-POA-PND-2 What Skitters Beneath? (Part 1 of the Strange Case of Erland Forsk) Strange things have been happening near the Wet Trout Tavern by the Easthaven docks. Mysterious lights, missing items, missing people, and now the bartender swears he saw a ghost! Can you help get to the bottom of this? Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3 Using the DungeonCraft seed Burrowing Borrowers Don't go into the Basement! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Where the cockroaches dance You can wallow in romance But don't go in the basement! Oh! You may think that it's deluxe To ride the banister filled with rust Oh, don't, don’t, don’t, don't go! Don't go in the basement! —Danny Elfman, Don’t Go in the Basement ```
Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. Remake of the original 4th Edition adventure.
The Claret Wellspring is an adventure for four 4th-5th level PCs. "The first spell cast has not yet finished its work." Strange lights in the desert lead the PCs to a long-forgotten oasis. Travelling towards the lights, the PCs are threatened by magic so old, it defies categorization. Arriving at the withered shore of a blood-colored pool, the PCs discover an ancient dial and three tooth-like columns rising from the ground. Turning the dial results in the water being magically siphoned into the column's hollow cavities. If the pool is emptied, a small door is revealed in the crimson-stained much. They must defeat a blood-infused water elemental before proceeding. Once inside, the PCs share a room with a dark ritual running since the origin of the world. The keeper of the place, an immortal fey inside a powerful suit of armor, offers little explanation as to the nature of the ritual, and he seeks to ensure they tell no one of the Claret Wellspring.
Sometimes protecting the cargo is easy but getting the pay not so much. Work has been scarce, coin hard to come by, armor needs maintenance, weapons need to be sharpened and food is needed in the belly. Monsters on the road, on the other hand, are more and more common.
This dungeon is suitable as a one-shot or drop-in for characters between levels 12 and 17. Taken from the Against the Idol of the Sun high-level hexcrawl campaign, the Death Knight's Tomb is a location-based exploration adventure. It features increasing localized time distortions that ultimately pit the party in a fight against an ogre Death Knight and his minions who just destroyed an elven time lab over ten millenia ago, which is just a few seconds ago in relative terms at the bottom level. There are six distinct sections to the dungeon containing four combat encounters of increasing difficulty. As written, the party enters the structure to rescue an overly adventurous Scorpionfolk couple and their rescuers, but they can be omitted or rewritten to any other species.
Launching the Unlock the Vault-series, this first installment sees the party search the royal crypt in the ruins of Wellsing for the fabled Shield of Ralfour - An artifact that, initially unknown to the party, also acts as one of the eight keys to break the seal on Aizendore's Vault of Tragic Treasure.
The Wizard's Assistant is a Tier 1 adventure for Dungeons & Dragons 5e. This adventure is designed to be accessible to both new and experienced Dungeon Masters, as well as players of all ages. Characters start at level 1 and end at level 5 - with plenty of possibilities for continuing the story after! The Wizard's Assistant starts simply, in the lonely village of Newfall. The wizard Iolanthe lives in Newfall with her assistant and romantic partner Diana, but Diana's hidden past is closing in. Adventurers come together over a seemingly simple task, only to find themselves embroiled in the machinations of a sinister gang. Can they locate Diana before her secrets tear her and Iolanthe apart? This game includes details of several locations, but can easily be adapted to nearly any setting.
Sometimes only a hint of an adventure is given to players and more information is required. In FV12 - Monteleone Chariot this is just such a case. As the party reaches town they begin to hear of a mysterious relic from the past civilization and both information and backers must be investigated. Will your party be able to determine facts from fables? Whose interest will they serve in their investigation or will they just try and locate the item for themselves?
On the shores of the Sea of Fallen Stars, in a small and xenophobic coastal town, there is a mystery that must be unraveled. People have started disappearing during the past months, as a direct result of the criminal activities going on in town, under cloak and dagger. The players must examine clues, talk with witnesses, and investigate further, to help the people of Saltwater restore peace and order. The smuggling mastermind and his lackeys, including a vicious shapeshifter, will stop at nothing to stop the players from achieving their objective. This is a starting adventure for players and DM’s alike, which may also be used as a starting point of your campaign and easily adapted to any small coastal town in your game world. It involves a great deal of roleplaying and some degree of battle, depending on the player’s decisions. A cloak and dagger investigative adventure, for nerves hard as steel and fists tough as nails.
The Kingdom of Halruaa’s past is a mystery. The disappearance of the entire kingdom during the Spellplague and its subsequent return has always been looked upon as feat of magic that will never be replicated and Halruaa’s Council of Elders has dedicated itself to ensuring that this magic remains hidden. rumors are starting to surface that someone may have found a way to duplicate the feat and this has made faction leaders throughout Toril nervous, especially when recent communications with Faction agents in the area have grown silent. What can be discovered in the Kingdom of Halruua? Are the rumors true or is there something else entirely happening? The Discarded Gem is a 3 to 4-hour adventure for characters level 1 - 4.
Suitable for four PCs. Adventure can be finished in one session. Several months back, Dip Halfling-Chewer and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. Their antics, although hilariously entertaining to themselves, were destructive and dangerous to the rest of the clan. The goblins spent several nights in the wilderness before discovering an abandoned wagon by the side of a trade road. There, the homeless cadre transformed the wagon into distinctly goblinoid fortress. They have had some success in assaulting and looting travelers on the road.
A self-contained weird and wonderful adventure! Mutant rats, beautiful maps, and strange loot! Madness of the Rat King is an 5th edition adventure for a party of low-level characters. You can start a new adventure with Madness of the Rat King, insert it into an ongoing campaign, or run it alongside the Fiery Grog Tavern supplement! This romp through a mad alchemist’s lair can be run from start to finish in about one or two gaming sessions. The module requires little planning beforehand aside from reading it over. Everything you need to run the game, from maps to monster stats, is contained within these pages. The adventure has enough encounters and challenges to advance the party by one level by the end of it. This adventure package includes: A self-contained adventure that will entertain a group for one or two sessions Plenty of hooks to lead the party into the adventure and even more plot lines to continue the story after this adventure is complete Gorgeous high resolution maps of the entire dungeon for print or online play made by Ross McConnell from 2minutetabletop.com 11 brand new monsters 8 brand new magic items
Chasing pirates can be a dicey business especially with an ocean storm bearing down upon you. As you give chase to Captain Longstockings and her crippled ship, she wanders into a cove...TRAPPED! This criminal cleanup is almost complete...
Strange events are occurring near the town of Yûlash—ground tremors originating from an old mind flayer hive. Our heroes are asked to investigate the old hive and determine the cause of the seismic activity, but another pressing matter is revealed to them, too. This Adventurers League legal adventure set in a small town near Yûlash. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurer’s League certificate High resolution maps
The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?
As first level PCs, your quartet begins to run low on funds and needs a job. A consultation with the local Alderman uncovers the city of Marshall is current in the grip of a crime syndicate. The ‘voice of the people’ points out that treasure and accolades would go to the group able to rid the city of this scourge. Eager to prove your mettle, you and your associates offer to help!
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!
A monastic community of elves and orcs worshipping a divine daughter of both Corellon and Gruumsh tried to bring peace and reconciliation between the two races. For their trouble, they were wiped out by zealots and erased from history. Centuries later, their mountaintop temple is rediscovered -- and rumor has it that two artifacts hearkening back to the very origin of elvenkind and orcdom are concealed within....