The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Food rove the region. The Borderlands hold many secret wondrous locations, and opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And Don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!
A city of burgeoning technology beset upon by intrigue and insurrection, Samon has been a thorn in Emperor Hitoshi's side since suffering in the rebellion against the Kengen Occupation, its wounds still fresh on the minds of its citizens. It is not beneath the notice of Hakaisuru Bengoshi however, and the adventurers are ordered by one such official to make certain that the Tazuki Rail company's doings are not curtailed by its increasingly aggressive laborers and their shadowy union, the Fangs. Little do they know that the bite of the fangs carries a far deadlier poison than any worker's ire! What you’ll find in Mists of Akuma: Fangs of Revenge: A complex cast of 20 NPCs beautifully illustrated by Nathanael Batchelor interwoven in an impressive tale of deceit, false trails, intrigue, and lethal adversaries The city of Samon, a settlement in the northern prefecture of Hakaisuru and home to Soburin’s most prosperous railroad company Four maps by cartographer Mike Myler: an isometric view of Samon, an isometric map of the Tazuki Rail Offices, a combat map of the Chujiang Gardens, and a combat map of the Tazuki Rail Basement The dangerous Mists of Akuma and the new misted condition The hengeyokai race and kitsune, nezumi, usagi, and (new!) hebi (snake) subraces The adeddo-oni and true hebi templates as well as a coterie of statblocks: adeddo-oni hunchling, adeddo-oni mage, adeddo-oni ninja, adeddo-oni samurai, factory worker, nuwa the brute (a true hebi), wajdet the charlatan (a true hebi), the many-faceted hengeyokai ninja, and the hebikontorora snake woman
This area of adventure is a continuation from FV1 – Jeopardy Caverns and picks up where the party left off. If your party discovered the “back door” this is where it leads. It also offers an opening that flanks Jeopardy Caverns that has a perilous rope bridge to navigate! This area provides multiple smaller adventures and was utilized to get the party from different adventures. Portions of this adventure can be used as fillers in your own campaign. I hope you enjoy it as much as my players did!
Tales of Lady Sepha Lekore are known throughout the lands. Now she’s gone missing and her father Lord Lekore is offering a reward to anyone that can find her. With promises of a tidy sum, the adventuring party can investigate the last place she was seen to try and locate her. What they find will take them into the Underdark lair of a drow noblewoman with her eloped love, the young Lady Lekore.
The Lady Marinto’s father is embroiled in political turmoil in his home nation. So he spirited his daughter away and the PCs are asked to guard her for a time. But just who, or what, is after her…and why? A four-hour adventure for 4th level characters set in the Forgotten Realms, featuring elements from far-off Kara-tur.
Along the windswept sea coast are several natural stone columns, sacred to the Sea Goddess Pelagia. One of these pillars is the tower of a reclusive wizard, a devout follower of Pelagia. But the wizard has gone missing, and the locals suspect foul play. Surely a powerful wizard must have many enemies! A band of fledgling heroes is tasked with entering one of the Pillars of Pelagia to contend with all manner of magical defenses, while uncovering cryptic clues to the wizard’s disappearance planted by an unknown benefactor. The insidious evil plot they uncover could spell eventual doom for the surface world. But the Pillars are sacred to Pelagia, and the Sea Goddess herself might just play a minor role, aiding the heroes as they attempt to thwart a nefarious plot.
A Welcome Scourge is a murder investigation for a party of 8th level characters. It takes place in an outpost town called Newfort, but you can easily adapt the adventure to your own setting. "There have been several high-profile vampire murders in Newfort, but the locals seem to be fine with them - probably because all of the victims have been infamous and despicable. It is up to your heroes to glean clues from around town, track down the vile creature, reveal a foul conspiracy, and beat out competitors hunting for the same bounty."
Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.
Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knight’s immortality lies in the signet ring worn by every Silver Knight. 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. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming
Sometimes protecting the cargo is easy but getting the pay not so much. The Bottle has been waiting on the docks for two days, no one has come down and no one dares to go up to see what happened and that is your ship, that is the ship that is going to take you and your cargo across the sea.
The Last Point is a prison and outpost of the Corrive Empire, a realm ruled by a cruel green dragon named Lady Corrive. The Corrivians are well known for their hatred of magic users, and their extensive slave trade industry. A forest realm with coasts on three sides and mountains running through the center, Corrive is rich with a variety of resources. However, the rocky northern coast is out of the way of their navy and relies heavily on hired ships to help transport various goods including prisoners and slaves to isolated outposts, training centers, and slave colonies. The northwest coast of Corrive is rocky and many parts of it are elevated, making it isolated from much of the mainland. The Last Point is a recycling center where captives meant for death row who are either deemed “not important enough” to execute publicly or “too disgraceful” to execute publicly are sent to be tortured and then killed. The place seems to operate on sort of a “well, we have too many so some have to go now” policy. The Last Point has no official deadlines for killing.
The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy
Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. An Adventurer's League Four-Hour Adventure for 5th-10th Level Characters.
The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.
In ages past, the sorcerer Xa’arek grew to be a cruel and powerful tyrant, causing untold misery in his quest for immortality. After decades of oppression, his people revolted against him, driving the tyrannical sorcerer into the cursed lands of Marsh-Blight. Although a few of his most fanatical followers accompanied him in his exile, he was largely forgotten by history...until now. The Tomb of Xa’arek is a very dangerous dungeon crawling adventure for 5th Edition Fantasy, in which the Player Characters (PC’s) must venture into the tomb of an infamous sorcerer, recover his secrets, and get out alive! This adventure is designed for characters of 3rd level and is optimised for 4 characters of 3rd level. The adventure is setting agnostic and can easily fit into any published or homebrew world. Low level dungeon crawl with horror themes of decay and infestation. Setting agnostic Suitable for any genre of fantasy Includes prompts for roleplay
Eons ago, the demon lord Shomarrah defamed Lolth the Spider Queen, condemning herself into the cursed life of a massive purple worm. Now Shomarrah's desecrated body serves as a drow fortress, guarded by a mad sorcerer and his team of driders. What deeper evils lie within? "The Fasting Worm at the Spider Feast" is a Dungeons and Dragons 5th Editionmodule for a party of 3-5 players at level 8. This one-shot module is perfect for introducing your party to the Underdark and drow society, featuring a dungeon dive through a demon lord's snake-like carcass. Clerics in the party, upon completing the adventure, will be able to obtain access to the Feast domain. Details are provided at the end of the module
An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan.
An exclusive party at an illustrious antiquities museum. A missing benefactor and host who turns up dead. A missing mummy, the crown jewel of a new exhibit, and a hardboiled detective trying to make sense of it all. And a party of adventurers caught right in the middle! Welcome to the Lucaryen Museum of Antiquities, enjoy your visit. We recommend for your safety not to wander the halls at night; some of our exhibits have a habit of coming alive and attacking the unwary. Not to mention other guests who may have something damming to hide, and a loose set of morals. Don’t worry - I’m sure you’ll be fine! In this pulp thriller mystery one-shot, your players will be thrust into the role of Occult Detectives, investigating the murder of the museum’s namesake and searching the premises by night to uncover clues and the whereabouts of a missing mummy. Inspired by films such as Night at the Museum, The Mummy, and classic ‘Whodunnit’ murder mystery tales, your players are sure to have a killer time! Featuring: 15 pages of content, comprising 4-8 hours of play A full-scale, two story museum for your players to explore Shady NPC suspects and unlikely allies, complete with unique stat blocks Myriad potential encounters and one epic final Boss Fight, with 46 unique creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes Helpful tips for newer DMs
The party starts this one-shot falling from the sky aboard an airship. It lands atop a dense cluster of trees, unable to fly, but not destroyed. Now it is up to them to traverse the nearby wilds in search for the parts that fell loose so they can get back to the skies and continue their journey. Unfortunately, they will have to face ogres, apes, bears, blights, and more to retrieve these missing mechanisms.