You have few complaints this night as you rest in the common room of the Crooked Crow Inn. While winter has passed, the night air carries enough of a chill to make any hearth a welcome sight. The village of Havehollow is typical for this part of the realm. Livelihoods made from farming and livestock with a few merchants and the Inn catering to travelers along the kingsroad. Good folk who know that hard work is what's needed to make it through harsh times. As you finish your meal you notice a fellow traveler, a rave haired woman, walk to the front of the common room with lyre in hand. She plucks a few practice cords then breaks into song. Seasons come and go Moons wax and wane Time seems so slow To the spirits of Havehollow... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I am not the original creator! The original can be found here: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1011 As a note, for Astabar himself I found he was an underwhelming boss for 1st level characters, reccomend making him have Flesh Golem stats Published by One-Shot RPG
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
FVC9 – Royal Recovery is a short adventure involving a lost princess. A peace accord is in jeopardy when a royal wedding may be postponed due to a missing bride. She was secretly coming to Tol Borron, home to her future suitor, but her ship is now missing. The party has been asked by a gypsy, working on behalf of the king, to head towards the Horns of Barnack where some debris has been located. Will your party be able to solve the mystery of the missing princess?
In this level 1-5 adventure for 3-5 players the party is tasked with the rpg standard mission a.k.a. catching rats in a cellar, only in this case they are not rats but guinea pigs. However this is all a big ruse to get some test subjects together, because the mage who gave them the job actually wants to start a gameshow. People from around the world can compete here for prizes in front of a live audience. However the games will have to be tested and that's where your brave adventurers come in. This adventure contains 10 different puzzles, 10 different rewards and tips on how to adjust the encounters for players of higher and lower levels than the recommended level of 3.
You and your cohorts have their first adventure under their belts and are now recognized heroes of the realm! You plan on building your reputations but one of your henchmen has promised his love that he would marry her. You and your group are happy to attend and quickly discover that danger lurks everywhere as bandits crash the celebration.
The water pounds the base of the cliff with the relentless power of time. Jagged rocks appearing and disappearing in the foam of the sea like gnashing teeth. Above it all on the top of the black cliff sits a small house and the dark light tower. The magistrate has sent your party to investigate why the light has gone dark.
Known to the wider Forgotten Realms® as a sinister land of Red Wizards, slavers, and marching undead armies, Thay is the distant—or uncomfortably close—menace that “may become our doom if Szass Tam turns his attention in our direction.” And Thay is that, but it is also so much more. A truly magical land (thanks to a secret that even the goddess Mystra helps to keep) of rich culture, a rising middle class, ambitious nobles and Red Wizards who fear Szass Tam more than they hate him, but may soon be forced to defy him, and wealth beyond the imaginings of even wealthy and proud realms elsewhere. This tome is your guide to the Thay of right now, a valuable resource for Dungeon Masters and players alike. It sets forth the people and places of the Land of Red Wizards, what life is like, and seeds, hints, and secrets sufficient to spur adventures for years of enjoyment at your gaming tab.
At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.
A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.
Bakinqa is not your typical devil. Influenced by human society at a young age he took it upon himself to learn as much as he could about the “pink skins”. When his first meeting with humans results in the death of his father, Bakinqa swears to find and kill the boy responsible. Ten years later Bakinqa has prepared his plans for revenge. He begins experimentation on human werewolves, turning them into slaves and using them to work his way into human society searching for the boy that killed his father, now a man. When local hunters begin to disappear the mayor takes notice and hires the PCs to investigate. The PCs search will take them into the dreaded Dark Wood where they battle werewolves and hybrid devil spawn in search of the manipulative devil Bakinqa.
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
A kid-friendly adventure for heroes of all ages and experience levels! When the ancient wizard Tyndareus develops a craving for a special treat from his childhood, he will stop at nothing to get his hands on the best apple pie in the whole world. He hires a group of adventurers to seek out the bakery that once produced the wonderful dessert – unfortunately for them, the bakery has long since been overrun by goblins. But all is not as it seems at Grammy’s Bakery, and Tyndareus isn’t the only one who’d do anything for those pies.
In Prisoners of the Drow, a band of adventurers storm a drow outpost, confront the drow mage in charge of it, and rescue prisoners held within. The heroes must bypass traps and devious defenses to reach their goal and accomplish their mission. The adventure is designed for a party of five adventurers between levels nine and twelve. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here. This adventure is designed as the first in a two-part series. The second adventure Into the City of Spiders takes the adventurers into a drow compound far from the surface. https://www.drivethrurpg.com/product/247674/Into-the-City-of-Spiders
Off in the wilderness are the ruins of a temple that once belonged to the God of Balance, Tyr. It has long been abandoned by the traditional followers, but it is certainly not empty. A few clever individuals have found a way to harness the magics that still reside deep within this holy place and are attempting to use it to give life to an Iron Golem. The party must stop them at all costs or have a powerful monstrosity released into the hands of some terrible individuals.
In the hills near the Sword Coast is an old, abandoned temple to the goddess Mystra. A young halfling wizard named Raoul Footpad finds the abandoned temple and converts it into a laboratory. One day, Raoul returns home to the village of Prairiedale, only to find his parents gravely ill. With few options for their recovery, Raoul becomes obsessed with creating a magic spell to cure them. He and his assistant work feverishly to find the right magic, but instead they release calamity upon this portion of the world. Raoul is transformed into a hideous monster, and undead now inhabit the laboratory. 𝐍𝐞𝐞𝐝 𝐭𝐨 𝐠𝐞𝐭 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐭𝐨 𝐚 𝐡𝐢𝐠𝐡𝐞𝐫 𝐥𝐞𝐯𝐞𝐥 𝐛𝐞𝐟𝐨𝐫𝐞 𝐛𝐞𝐠𝐢𝐧𝐧𝐢𝐧𝐠 𝐲𝐨𝐮𝐫 𝐧𝐞𝐱𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐖𝐚𝐧𝐭 𝐚 𝐰𝐚𝐲 𝐭𝐨 𝐠𝐞𝐭 𝐬𝐨𝐦𝐞 𝐥𝐨𝐨𝐭 𝐢𝐧𝐭𝐨 𝐭𝐡𝐞 𝐡𝐚𝐧𝐝𝐬 𝐨𝐟 𝐲𝐨𝐮𝐫 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐛𝐞𝐟𝐨𝐫𝐞 𝐭𝐡𝐞𝐲 𝐬𝐭𝐚𝐫𝐭 𝐲𝐞𝐭 𝐚𝐧𝐨𝐭𝐡𝐞𝐫 𝐥𝐨𝐧𝐠 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞? 𝐎𝐫 𝐝𝐨 𝐲𝐨𝐮 𝐣𝐮𝐬𝐭 𝐧𝐞𝐞𝐝 𝐚 𝐥𝐢𝐭𝐭𝐥𝐞 𝐦𝐨𝐫𝐞 𝐜𝐨𝐧𝐭𝐞𝐧𝐭 𝐢𝐧 𝐭𝐡𝐞 𝐜𝐚𝐦𝐩𝐚𝐢𝐠𝐧 𝐲𝐨𝐮 𝐚𝐥𝐫𝐞𝐚𝐝𝐲 𝐡𝐚𝐯𝐞 𝐠𝐨𝐢𝐧𝐠? 𝐓𝐡𝐞𝐧 𝐒𝐰𝐨𝐫𝐝 𝐂𝐨𝐚𝐬𝐭 𝐒𝐢𝐝𝐞 𝐐𝐮𝐞𝐬𝐭𝐬 𝐢𝐬 𝐟𝐨𝐫 𝐲𝐨𝐮! This adventure also features a new creature: The Greater Nothic! This adventure module is meant to assist the DM with providing content to their players. This adventure is intended to run in the Forgotten Realms Campaign Setting, but it can be compatible with any campaign setting, especially Ravenloft. This module is intended for 4 to 6 players, 3rd level characters.
The Creepy Handshake is a dark comedy 5e micro-adventure of urban investigation. Wander around the city, investigate the latest robberies, and uncover the mystery of a strange lost pet. This adventure is part of the supplement Tiny Weird Adventures - Urban Edition, a collection of short adventures to be used in conjunction with the fifth edition of the most popular fantasy RPG of recent times. Although it was written with a system in mind, it can be easily adapted to any other medieval fantasy RPG.
Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town. Four hour adventure. Also contains information about the town of Elmwood. Part of the Elmwood Trilogy.
An original Valentine's Day-themed one-shot adventure designed for level 4-5 characters. SUMMARY The city of St. Valentine is home to Dante's Casa di Dolci, a world-renowned bakery — and tucked within the bakery is the entrance to a secret labyrinth, created by a mischievous, merciless god. Every February, an unsuspecting resident from St. Valentine is pulled into the maze. Some return after years spent in the labyrinth, but most do not. When Dante's beloved wife, Simonetta, is pulled into the labyrinth, he must enlist the help of adventurers to get her back. The journey that follows is one of strange doors, riddles, and dangerous creatures that lurk among the hedges... DETAILS 2-4 hour session for 3-6 players Play-tested material Original NPCs and locations Diagrams and NPC stats 19-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtag: #LabyrinthOfThorns
This dual offering is a true solo (no DM needed), as well as, the same dungeon for a PC/DM setting. The adventure is for new players at the lowest level of experience. It is centered on a recent discovery of an old dungeon that belonged to an arcane wizard. With no one to rely on, is your PC ready for a dangerous delve?
Welcome to Cirria’s Gambit, a four- to six-hour adventure for 2nd-4th level characters, designed for Dungeons & Dragons 5th Edition! This adventure invites you and your players to a fiendishly fun party with revengeful devils, a succubus who just wants to go back to hell, snobbish nobles, intoxicated socialites and one really irritated banshee! Cirria wants to go to hell! There is only one tiny problem: her mistress Glasya, archdevil of the sixth layer, has banished her for insubordination. So, what’s a succubus to do in Cirria’s place? Take over a local noble family and organize a grand feast like this boring plane has never seen before to channel the emotional energy of her guests into a ritual to open a portal, of course! Isn’t it obvious? Cirria’s plan only had one tiny unaccounted for issue: Lady Kaera, matron of the noble house Cirria targeted, is a banshee. Cirria found a momentary solution – but that will only hold so long as no intrepid group of adventurers disrupts it… This adventure can be run as a one-shot or inserted into an on-going campaign. The theme fits Baldur’s Gate: Descent into Avernus particularly well!