Who ever heard of a civilized gnoll? Stories of a secluded valley full of peaceful gnolls have been swirling for years, the occasional nonviolent encounters dismissed as tall tales or unique oddities. Now you are about to discover these gnolls for yourself. The rumors are true...but the full truth is a secret more terrible than anyone knew. A sect of the tribe maintain the magical peace by a terrible ritual sacrifice--not of blood, but of memory. The gnolls who undergo it become Forgotten, losing their identity and becoming a stranger to the clan who once knew and loved them. What is the truth behind the valley's protection? Will the gnolls be allowed to continue living in peace? Or will their only hope become Forgotten?
While enjoying some downtime in the coastal city of Forby, a disturbance catches your attention. You quickly discover that there is some trouble in the swampland to the north and the captains that navigate the area are quite upset. Is your group ready to get their waders on and figure out the problem in the swamp?
Chase a choldrith trying to incite a war! Detour through an abandoned dwarven mine when your path is blocked by a cave in! Fight through dangerous beasts to get back on the choldrith's tail. In this 6-8 hour adventure for 4-5 characters of 3rd level, explore an old dwarven mine and fight through a hive of dangerous beasts to get back on the trail of the choldrith your group has been pursing. Includes: A 6-8 hour adventure for 3rd level characters 2 DM maps Copies of the maps suitable for use in your favorite virtual tabletop Stat blocks for all monsters the players might encounter. 4 new undead versions of NPCs Be sure to check out the first two installments in this series: Into the Underdark - Part 1 A Family Affair Into the Underdark - Part 2 The Spider's Den
The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.
"Den of the Rotten Kings" is a wererat lair suitable for four 3rd-level characters. This adventure can be completed in one session.
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
With the rise of Tiamat threatening to destroy the world, the undead masters of Thay have approached the Council of Waterdeep to discuss the possibility of an alliance. But the Dragon Queen has agents everywhere, even in a remote keep on the Thayan frontier. A vampire noblewoman has been killed, and the characters are the prime suspects. To clear their names, they must find the real killer, and learn how even the undead may die… Murder in Thay is a 4-6 hour Dungeons & Dragons adventure for characters of levels 13-14, for use as an expansion of the "Mission to Thay" chapter in Tyranny of Dragons or as a standalone module. This publication comes with a map pack, a new magic item (the pyx of soul capture), and monster and NPC stat blocks, including two new creatures, the fearsome dread centurion and the not so fearsome undead cat!
Within the jungles of Chult is a vast expanse of ash. While a red dragon is known to reside deep within the Land of Ash and Smoke, it is far from the deadliest of its denizens. Deeper still is a pit filled to the brim with pure evil. None who have sought out its secrets have survived to tell its tale. Will you be more successful than they?
The village of Longbarrow faces a dire threat. Dozens of devils besiege the village to relieve the inhabitants of their souls. It is up to the heroes to put an end to the machinations of Igach, a sly devil in services of Azaketh. Seek out the source of the devil incursion, and deliver the helpless villagers! Igach's Reign of Terror is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. The adventure is the first of two chapters about the events surrounding Logrimm's Tower. The, yet to be released, second chapter deals with Logrimm's Tower itself and the characters' struggle to reach the top. With only minor adjustments, Igach's Reign of Terror can also serve as a 4 to 8 hour long one-shot adventure independent from Chapter 2.
What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. How much evil should be done for the greater good? How many sinful men should die to save a pure soul?
Decades ago, a wizard named Sylvene came to the Sword Coast from another plane of existence called Ravnica. While exploring Waterdeep and nearby lands, she met and fell in love with the father of her child. She built a refuge for them in a small demiplane of her own creation, but eventually she went home to Ravnica with her infant son and never returned. Now her grandson seeks to recover relics of her power by exploring Sylvene's history in the Realms—and he doesn't care who he hurts along the way. The consequences of his careless pillaging already ripple out to impact others. Episode 2 of the Magic: the Gathering set adventure: Adventures in the Forgotten Realms.
In PS1 - Barrow of the Culder, your newfound companions were offered a paying job as adventurers. With your victory complete it is now time to get paid. The only problem is that your benefactors are not in Merrydale, they are in Upton. With a payday in sight you head out on the Highway to Upton. As an ancient sage once said “It’s not about the destination, it’s about the journey” In this case the journey is going to be the adventure!
As you begin your path to adventuring fame, fate brings you a gift. The military is attacking a humanoid army not too far away but their powerful force has splintered the insurgents. Different groups of aggressive humanoids are now off on their own and the military is overwhelmed trying to track them down. Word has it that one such group is headed to the revered Oracle at Nyo! Your time has come and fame is within reach!
Elanil Elassidil’s successful recovery brings dire news, and only enough to raise the fears of all. On the urgent request of the factions, a covert raid party must be sent in to secure as much knowledge as possible, and destroy whatever schemes lie below. This is a Tier 3 (APL 13) Adventurer's League legal adventure set in a small town near Yulash. This module first premiered at TotalCon 2017. Contents include: • PDF of the adventure • Fantasy Grounds module • PDF of the Adventurer's League certificate
Characters are inducted into the Clifftop Adventurers’ Guild with a literal leap of faith, playing the notorious freefall game Sharn Chicken—who will be the last to activate their feather fall talisman? As new members of the guild, they are then tasked with collecting an artifact, tied to the fires of Fernia, from an artificer in the deep forge districts of Sharn. Within the Cogs, the characters find the item has not even been finished—the warforged employees of the forge are on strike! In order to resolve the strike, characters might join the protest, seek allies among the warforged locals, or earn the crew some street cred by taking part in an underground wrestling match. Once the warforged have returned to work, the party must help an artificer stabilize the magical forge while being attacked by emerging fire elementals. Finally, once the prize artifact has been constructed, the characters fight their way past an ettin enforcer for the monstrous Daask crime syndicate.
This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.
A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. This 112-page supplement and adventure anthology is set in the seedy underbelly of Zobeck, and on its mean streets you will find: Seven adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong Six locales including the Cartways Market Gallery or the Old Stross Municipal Baths. A dirty dozen NPCs: kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent! You probably shouldn’t bring the paladin along on this one… This official Midgard adventure anthology is easily portable to any setting. Designed by Ben McFarland, Chris Harris, Matthew Stinson, Christina Stiles, Mike Franke, and Richard Pett.
You step forward into the circle of runes and feel your stomach lurch. Within a blink of an eye, you find yourself in the arena. You can no longer see the audience but you can faintly hear them cheering and chanting beyond the arena’s walls... In Azaruuk's Ultimate Battle Royale the players find themselves whisked away to Sigil, the city in the center of the multiverse, where the must face off against each other in Azaruuk's arena. In this arena they will fight Azaruuk's Homunculi and dodge devious hazards all while trying to defeat the others to become the Ultimate Champion! This module is intended for two or more level 10 players, however it can be run for players of any level with only a little tweaking required. There is no need for a dedicated Dungeon Master when running this module. Everyone can have their own character and responsibilities of the Dungeon Master can be shared between everyone. It includes: An exciting player versus player encounter Rules for building better balanced characters including how to handle equipment Rules for running this module without a dedicated DM Various hazards such as lava pits and lightning rods A new Arena Action mechanic for dynamic hazards A new monster to fight: azaruuk's homunculus Two new items designed to make PvP combat more exciting: insignia of ba'sha and tonic of exceptional healing A detailed map of the Arena
Inside Ebonclad you'll find: 170 pages of setting lore and history, accompanied by lavish illustrations and short stories to bring the setting to life. 7 adventures for character levels 1 - 4 GMs can use to introduce new players to the setting, or customize for use in their own campaigns. Tons of character options including new backgrounds, subclasses, feats, equipment, poisons, and spells. Tools for GMs to generate random citizens, valuables they may possess, the contents of their pockets or purses, and ways of determining how connected they are and how they'd react to witnessing crimes. Dozens of new NPCs, from generic stat blocks for thieves in the Ebonclad guild or town guard, to specific characters living in the city. A primer on thievery, for characters who live the life of crime. Over 30 random street encounters with different customization options a GM can use. New urban chase complications specific to the setting. More than a dozen encounter area maps saved as PNG files to print or use online.
Your time in Queen’s Point has been productive and your level training is complete. As you relax in the Frothy Goblet Tavern & Inn you enjoy catching up with your compatriots over a steaming mug of mead! While you enjoy your time together you can’t help but overhear an interesting conversation at the next table over. A mountain man from his appearance is regaling a group of drunks about a foray into the wilderness and discovery of some old ruins. Those listening chime in with their thoughts on the potential for lost treasure…perhaps this guy may lead you to your next adventure?