Step into the nightmarish bog where there are only two options: fight for your freedom... or be doomed to wander endlessly in through these dreadful wastes until your death. Do you have what it takes to defeat the vengeful hag and break free from this prison?
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
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?
The Chapel on the Cliffs is a 5th edition horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. The PDF comes with a companion PDF for scaling from levels 2-6. Produced by Goblin Stone
Far1 – Underbelly of Phoenix is an adventure based in the city of Phoenix in Fartook. The offering takes a group of would-be adventurers and has them start their adventuring career in the sewers below the city. Dangerous monsters and wanted men all inhabit the urban tunnels. Is your group ready to start their road to legend?
Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!
Sightings of a large Green Dragon have become more and more frequent and the shipping lanes are becoming regular targets. The duke has sent a military contingent but no word has come from that group. Is your party ready to lend a hand against an extremely dangerous foe?
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
This quest is for a party that urgently needs to resurrect a fallen character but lacks the means of casting or accessing standard resurrection spells. With no other options, the party seeks a hag whose preternatural magic can bring the deceased character back to life. However, the characters must save the hag from a misguided group of knights looking to slay her. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
Recently, a cult known as the Licor Faction rose to fame for helping people outside the walls of Phoenix. Today they are to be rewarded for their work but are offended when an apprentice and not the Zephyr of Molar gives them the accolades. Angered, the leaders leave the stage and return back to their compound. A bit later you are offered a job to go arrest the leader of the cult as they are to be exposed as a false religion. Cultists usually surrender their leaders easily right?
Just off the northern coast of Chult churns the waters of the Cauldron, a single volcano with a terrible history. Legends from the jungle lands say that it vomits forth lava, stone, and monsters if the peninsula is threatened - and yet the recent events did not set if off. So why is it threatening to explode now? Part Three of the Broken Chains Series.
The night mist hangs low around von Helter Manor. A man and woman share a tender moment on their balcony after the best night of their lives—a flash of red as they fall. Blood begins pooling around them, staining the earth crimson. A mysterious figure grins in the darkness. The Red Lady has taken her next victim. Pgs. 75-81
On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.
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.
Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure
As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional 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.
A group of young islanders have been snubbed by the village elders as they move off to protect their island. Their dispair doesn't last long as they quickly find themselves facing foes of their own! After boarding a small fishing boat the group quickly finds themselves sucked into the swirling currents where adventure finds them! The original PCs are included!