With the discovery of an enormous diamond deposit nestled on their borders, the kingdoms of Peldadrin and Belford both claim the repository of indispensable gemstones as their own. After years of negotiations fail to bring a peaceful resolution, the two nations (further incited by sentiments of national pride that have risen over the years of negotiations) determine the diamonds will be claimed only through war. In the early days of the war, Private Geth Heston, a Belford scout with rich Peldadrin ancestry, was dispatched into enemy territory to uncover Peldadrin unit formations, patrol routes, and any other information he could find. It’s been two weeks since Geth sent his latest report, putting Belford command in a state of unease. The information Geth alluded to in his last message could change the course of the war, if proven true.
Emhin manor stands forlorn in its ruined gardens. The Emhin family dissapeared one night, many years ago. Now its up to you to brave the mansions dark chambers, and uncover a horrifying family secret... 'And then there were none' is a one shot Horror adventure, lasting about 3 to 4 hours. The PCs explore the abandoned Emhin manor, trying to unearth what horrible events happened to the Emhin family on a dark night many years past. Designed for a party of four to six 2nd level characters, or a party of four 3rd level characters, it provides rules to tailor encounters depending on level and party. The adventure contains three unique monsters to challenge and terrify the PCs. Setting neutral, it can be added to an ongoing campaign, or be the start of a longer running adventure. Warning: this adventure contains undead monsters, hauntings and visions of murder and torture.
BREAK A CURSE THAT ECHOES THROUGH TIME! You awaken on the morning of the Pudding Faire: just as you did yesterday… and the day before that… and the day before that! To escape the loop, you must break a curse that strikes to the heart of halfling and gnome lore. Pudding Faire is a 3-4 hour Dungeons & Dragons module for character levels 1-4. It is part of a series of adventures that expands upon the material presented in Mordenkainen's Tome of Foes™. It can be played on its own or as a part of any D&D campaign. This product is a DMs Guild Adepts adventure! The Dungeon Masters Guild Adept program brings highly talented individuals together for creative development. Guild Adept products are identified with the golden ampersand and logo. Pudding Faire is legal for play in the D&D Adventurers League and has the following code: DDHC-MORD-04
The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.
Everyone in the villages that once made up the Kingdom of Lilies knows the tragic tale of Queen Niva Brysis, a fair and beautiful sovereign from a past generation. The queen and her kingdom are often thought of in the same regard; the kingdom didn’t truly come into being until her birth, blossomed in her youth, and wilted away as the queen aged and succumbed to madness. Of course, this is in the annals of history now, as Queen Niva died decades ago, crazed and alone in her mountain keep… right? Not according to a new cult calling itself The Queen’s Adherents. This group not only claims that Queen Niva is alive and well, but she has regained her youth and former beauty. What’s more, they promise any that join their ranks may receive their queen’s blessing and become immortal themselves! The PCs are ultimately the ones that need to dissolve the cult from growing, and in doing so look into the mystery behind the queen’s enigmatic return. But be careful, because if looks could kill, this mission could be murder! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.
The PCs pass through a fey crossing, arriving in a heap in front of the throne of Princess Daneliean Dandelion. Wherever the PCs were trying to go, and whoever they were trying to chase down, isn’t here. Instead, they are the captive audience of a petulant, semidivine Archfey who demands to know how they came to be in her throne room. She will be lenient with them, provided they can complete a grand collection of quests on her behalf. What follows is all very storybook logic and strange whimsy. This adventure is focused more on roleplay than combat.
The characters have been summoned to Pollin, a dwarven industrial city which prides itself on innovation and invention. When the Honey River which is source of all the power in the city runs dry they call for the aid of adventurers. The characters are brought before the Industrial Minister as he needs their help to solve the issue and fix the problem.
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.
It is Midwinter. The air is cold, the wine is warm, and all sensible adventurers have their feet up before a blazing fire. But a mysterious bard, a broken man, and a clockwork pig, lead our heroes into an extraordinary land full of strange magic and terrible danger. Before the adventure is over, they will be faced with a heartbreaking dilemma, one that can't be resolved through might alone. It features exploration, roleplaying, puzzle solving, and fanastical combat encounters! The adventure includes 10 new monsters, 8 new magic items, and an amazing map by Elven Towers!
The Baronies of Erlkazar, once a prosperous region of pastoral tranquility, is now a land of nightmares and dread. Bandit armies plague the region, terrorizing the populace and surrounding countries of Calimshan, Tethyr, Amn, and Turmish. Though these threats are terrifying enough, it is nothing compared to what awaits the people of Erlkazar at night. In caves, tombs, and subterranean communities beneath the seemingly pastoral villages of Erlkazar live the secretive Night Barony. Ruled by the vampire Saestra and her legions of darkness, these monstrous denizens of the Five Baronies are the real power in the region. The country’s only hope of liberation is you.
The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.
Come and wolf down the adventure! It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council send out a desperate plea for brave adventurers to destroy the beasts. Is the job as easy as a walk in the woods, or is there more to the Wolves of Welton than mere animal cunning? There’s only one way to find out… A fresh take on the ancient 'kill ten wolves' quest that RPG fans will be so familiar with, The Wolves of Welton is designed to be played from start to finish in just one 3-6 hour session with limited preparation from the DM. All major characters have roleplaying notes included and full-size environment maps are included.
Fane of Serpents is a titanoboa lair suitable for three to five 10th-level characters. A rocky butte covered with soaring ruins looms over the landscape. Legend describes it as a monument raised by an inhuman race that was wiped out centuries ago as retribution over foul practices. Locally, the spot is known as Titan’s Height. It rises starkly above the surrounding area, with four terraced plateaus. Each level is covered with the ruins of many-columned halls in an architectural style unlike anything else in the area. Their age and strangeness alone are enough to generate fearful legends. The stories grow worse when travelers or livestock disappear near Titan’s Height, which they sometimes do.
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
Thordak, the Cinder King has been destroyed but the city of Emon still reels from his terrible reign. It has been a year and the whole of Tal'dorei thought the threat was over...until the finding of a piece of red leathery, heavy as stone egg is found. A primordial child has survived. Now the council of Tal'dorei seeks help in dealing with this issue in secret before it causes panic. A fan made adventure based on the world of Exandria by Matthew Mercer and seen on Geek & Sundry's Critical Role
You come across a poster for a novelty stage act, and the performer looks exactly like...YOU! They're using your name, and your face! Worse still, their performance is OUTRAGEOUS! You need to put a stop to this, your reputation is at stake! This is a one-to-one adventure designed for one player of the bard class and one DM.
The temple lay just ahead, and within the answers to a great many questions about the recent goings on in Port Nyanzaru. The journey here has been long and arduous and hopefully soon at an end. Leave your trepidations at the door; there’s exploring to be done! Part Three of The Jungle Has Fangs Trilogy.
"For untold eons, Eshebala ruled over Vulgarea, the 193rd Layer of the Abyss...content to revel in hedonism, corrupt the hearts of her dwindling followers and inflict petty cruelty. Yet, if there are days in the Abyss, there came one when she realized she despised her own province. She hated demonkind. She hated the Abyss. It had become unbearably tedious, spent...done. The burgeoning goddess decided she would dip her toe back into the lives of mortals, and quest to remember...to understand her own existence...But that was a lofty goal for a mind that had long ago begun to unravel. Instead...She is learning that all she has left is cruelty...and it was always cruelty that gave her power, so she now believes, to the woe of any who cross her path." Partly inspired by a scant notation by Carl Sargeant in 1992's TSR book Monster Mythology: "Eshebala is the foxwoman deity of vanity, charm, greed, and cunning. Her symbol is a female fox. Eshebala appears as a foxwoman, a shapely fur-covered female with a fox’s head, or as a beautiful young elf maiden. She is bedecked in rich clothing and jewels, and carries a silver mirror. Eshebala’s realm of Vulgarea can be found on the 193rd layer of the Abyss. She is wily and vain. She favors beautiful things and collects jewelry and art, the tackier and flashier the better. She prefers to overcome her opponents using subtlety rather than force, seducing and devouring out of boredom. She loves gossip, and always insists on being the center of attention. Eshebala is a patron of evil shapeshifters who use their wits and wiles before resorting to violence." Eshebala is a true chaotic evil demon goddess, behaving 100% true to form, and an extremely challenging opponent to take down for your players. An unforgettable 262 page jaunt for Levels: 15-17, with multiple possible modes of play, including Party Mode for up to 12 players. Profusely and paintstakingly illustrated over the course of several years by an award-winning professional illustrator. No stock illustration in this beast! A loving, dark & insanely detailed exploration of the 193rd Abyssal Plane An exuberant nod to the most grueling, deadly dungeons ever created Rich encounters that play out in a unique way each time 100 + NEW CREATURES 200 + NEW TREASURES (& possibly the most illustrated treasury ever provided) 82 BOOKS for PCs to discover 70 + NEW SPELLS & RITUALS, INCLUDING DETAILED OPTIONS FOR DEMON SUMMONING 50 + NEW TRAPS, HAZARDS & EFFECTS (guaranteed to run amuck) 4 RANDOM TREASURE TABLES, including a TABLE OF GEMSTONES that would be useful in any campaign 2 NEW CLASS SHIFTS: the Demonologist & the Exorcist!
"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media
The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!