Part One of the Umbral Aristocracy Trilogy. Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on. A Two-Hour Adventure for Tier 1 Characters.
In this action packed scenario the players will be led down a violent path of vengeance. While traveling, the party encounters a beautiful foreign girl in danger. She only utters "help" before collapsing. After the quick and deadly skirmish the players learn that a poor girl is in fact a daughter of the eastern ambassador. She tells the players of all the terrible things that happened to her and begs them to act as her katharas, warriors who will return her honor. The bloody trail of revenge brings the players in a conflict with a vicious captain and his 30 warriors in several fully detailed combat encounters. They'll have to attack a bandit camp, defend a village against a raid and finally pick a champion for 1 on 1 duel to the death. 30 Dead Men features a short action adventure scenario. This adventure scenario is focused on combat encounters and strategic thinking.
The trouble began several weeks ago when a duergar excavation team went to work in a long-abandoned temple. Drawn to the temple by stories of riches and artifacts, the duergar hired several giants as laborers before cracking the temple’s sealed doors. The largest of the giants, a loathsome Thursir mutant named Huppo, used his acidic vomit to expedite tunneling into the temple’s collapsed hall of worship. Then, Huppo found the horn—an unusual instrument made from a single piece of stone, with a mouthpiece so intricate only a master carver could have made it. The horn became the giant’s obsession. Seeing only the horn’s potential sale value, the dwarves demanded Huppo turn it over to them, but Huppo refused. To force compliance, the dwarves stopped feeding the gluttonous brute, but Huppo had already found his own source of food; in deep areas of the temple, worms were chewing out of the rocks, and Huppo ate them by the fistful. He also played the horn. Then, after several days of blowing the horn and devouring the strange worms, Huppo released a belch so noxious the dwarves had no choice but to lock him in a sealed chamber and carefully consider their next move. The horn’s call, however, had caught the attention of passing nomadic orcs. They set up camp outside the temple entrance in the hope of finding the horn and its player. That’s the current situation at the temple: the giant refuses to stop blowing the horn and belching out deadly clouds of stomach gas; the dwarves are frightened and edgy while their leader is obsessed with malevolent whispers; orcs are threatening to overrun the place; and the population of worms grows steadily as something awakens deep in the stone beneath the sanctuary of belches.
Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. A two-hour adventure for 3rd level characters,. Includes the 5th edition writeup of the thoqqua.
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!
Sometimes protecting the cargo is easy but getting the pay not so much. The caravan is already on its way, some disagreement with the guards makes them leave the cargo without protection midway. You are just in the right place to catch up fast and guard the wagons the last stretch home.
As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of the planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of the portal’s power, heroes are asked to keep the peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure set in Melvaunt. The characters investigate six groups/individuals to work out their real purposes in Melvaunt.
This book goes over the various rules around the faction of the Emerald Enclave in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, characters are sent to climb a volcano and stop a band of Orcs from allying with Fire Elementals.
A band of heroes is drawn to Icewind Dale following rumours of strange magic and terrible deeds. Auril, the cruel goddess of Winter, has been driven to desperate acts by the death of her daughter, Nalkara. As Auril pursues brutal blood rituals to resurrect her loved one, the quest begins when one of Auril’s oathsmen convinces her to enlist the characters in pursuing a less bloody solution.
The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast expanse also maintain major navies and trade fleets. A plethora of creatures and humanoid races typically found in the ocean depths live there, including sahuagin, sea elves, merfolk, and locathah. This is a story about what happens when a normally peaceful species is pushed to the point of open conflict. As elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their number to strike back and defend their homes and families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters.
The small village of Angst in western Famore has a humanoid problem. A missive on the message totem is calling for help to dispatch these pesky raiders. It is believed that they are working out of the abandoned Opair Keep. Locals gasp in amazement as the locale is well known to be cursed!
OP5 – Corsair Cove is a short scenario involving the recently discovered lair of a pirate ship. With raids becoming a huge problem, the local magistrate has enlisted your group’s assistance to resolve the issue. The hidden lair has been found and you are being sent directly into this hidden cave along the cliffside to deal with them. Only a lightning raid stands the best chance of solving the problem.
*** WARNING: this adventure contains strong scenes and descriptions which may not suit all kinds of public. It's heavy on horror, suspense, gore and sadism. The entire adventure available in the Full Preview, so that you can self-assess the content and buy in confidence. *** The main theme of the adventure is horror, using suspense elements as well as gore and sick scenes to shock your players. The adventure is divided in 2 parts: the first part involves a mad vampire spawn who tortures as a hobby, full of scary stuff like you see in horror movies. The second part involves a lesser demon lord stuck in a kind of inverted world (Stranger Things/Silent Hill style) which has a dread passion for a very disturbing and wicked art. There are tips on how to set the mood and make your players actually tense or even scary.
The citizens of Battledale seek aid against marauding bandits, while the neighboring forest looms menacingly over their homesteads. The adventurers stumble upon a much darker foe, while trying to help the peaceful community hunt down the brigands. A misguided druid, who’s on the verge of insanity, wields an artifact, born of sorrow and hate, that could change the world. An evil that might alter the face of Faerun, if left unchecked. Will the heroes be able to vanquish the otherworldly threat once and for all? The players must traverse into one of the most deadly forests of the Forgotten Realms, called the Tangled Trees. Should they survive long enough, they will enlist the help of a magical denizen of the forest, who will aid them to find the bandits, but also in stopping the tainted druid and her abominations.
Meaningful decisions, unexpected twists and memorable characters are the foundations of this dark 4-hour adventure for 5th to 10th level characters. A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity. But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Sometimes “doing the right thing” comes only in shades of black. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. In addition to a world full of intrigue and complex character choices, purchasing this adventure includes: An Official Adventurers League magic item certificate Printable portrait cards with roleplaying tips for important NPCs Gridded reference maps for combat encounters Condition icons to help track character status Special Certificate Holder ideal for event play NEW: Season 8 Item Unlock Handout - prints 9 to a page, one for every player! * Looking for an adventure to run at your special game day or convention? This adventure includes a “certificate holder” that features specially created art of the adventure’s magic item. When printed in colour and on card stock, it perfectly frames the official AL magic item certificate from this adventure and makes for an unforgettable souvenir. About the Swords Below the Moonsea Saga The saga consists of three adventures, with this adventure serving as a stand-alone prelude. The series continues with Six Striking Swords and Six Swords Unbound, the two of which should be played in tandem.
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Part Two of Misty Fortunes and Absent Hearts.
We all dream; sometimes we remember them, sometimes we even understand them, but always we’re fascinated by them. As to their worth, how many brave adventurers, skilled traders and successful leaders achieved because they were told by a mentor, “Follow your dreams!” But what happens when those dreams constantly play on your mind? When those dreams begin to take over all your waking hours as well as those dedicated to sleep? When those dreams begin to change your very being with their alternative take on the world around you? The party have a straightforward charge; bring in a rogue wizard! In a kingdom where unregulated and unobserved magic is frowned upon, this could mean anything and anyone, so how do you prepare for the unknown? And what do you do when you don’t like the sound of what you find out when what is known by others comes to the surface? Murder, theft and unstinting self-sacrifice make strange and unsettling bedfellows, and one mage is accused of them all. Yet the person in question seemed such a charming and intelligent child, one you’d want to protect as a parent if you met them as a youngster. Has all that charm gone, all that cleverness been wasted? Surely not? Perhaps the support and encouragement of a guardian is all that is needed. Also included in ""Rogue Wizard"": One of the most bizzare adventures you will ever run Maps by 3x ENnie Award winning Cartographer Todd Gamble Illustrations by renowned graphic novel artist Tim Tyler High Resolution Maps of all Tower Levels and interior New Monster: Undead Ogre Guards New Monster: Grizzly Bear Rug New Monster: Sentinel New Monster: NITNAM New Monster: Tormented Flesh Golem (made of halfling corpses and fully illustrated) New Monster: Black Pudding Knight (fully illustrated) New Spells: Taxidermy Swarm (lesser and greater) Over 10 fully illustrated and in-depth puzzles for your players to solve! Multiple New Traps! New Machine: Bone Grinding Machine New Material: Bonedust
Designed for a party of five characters of at least 9th level, this adventure will challenge players seeking a powerful magic item of the GM’s choosing. A sphere of annihilation has been provided and is woven into several elements of the adventure, but any appropriately powerful item can be substituted if something else suits your campaign better. Though the adventure is designed to test every type of character class, a rogue who can deal with traps is essential, as is a wizard or sorcerer of at least 9th level. Larger groups will have an easier time; parties of four or fewer characters will be in for a very bad time unless you mitigate some of the tower’s more lethal traps and encounters. This adventure culminates in an encounter with devils and a sphere of annihilation. The sphere of annihilation is hidden deep within the tower-and-dungeon complex of Crane the Sorcerer. Originally set atop a high mountain in a secluded and wild part of the world, the tower and dungeon can be relocated to meet the situation in your campign. Crane, an introvert, stayed as far away from civilization as possible, as is detailed below. The tower above the dungeon doesn’t present many difficulties for a group of powerful characters or alert players. It might lull PCs into a false sense of security before they enter the areas where they’ll really be put to the test.
She lay down her sword and wept; her tears are the water. She lay down her body and slept; her bones are the fountain. Atop the mountain, at the war’s end, a place for gods to wonder.