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Cover of A Starry Breach
A Starry Breach
5th Edition
Levels 2–3
3 pages
0  0

The party arrives at an abandoned outpost in a frozen landscape. The outpost appears to have suffered some strange attack. A halfmad scholar from a distant city hides in the outpost; he is drawn to the region by his visions of a breach in the ice nearby—a breach he believes leads to the realms beyond the stars. Heading east, the party finds that the breach is no simple chasm in the ice, and its scaled guardian does not appreciate its work being interrupted. In this frozen and otherworldly adventure the party must overcome rimy insects, a void dragon wyrmling, and the pull of the breach itself.

Cover of The Summer Games: A Feywild Adventure
The Summer Games: A Feywild Adventure
5th Edition
Levels 5–7
7 pages
2  0

There are many entrances to the Feywild, but none so grand as appearing before the throne of seelie fey, the Summer Court. The Summer Games, a bestselling mini-arc intended for 5th level characters, introduces a party to court intrigue in the Feywild, headed by Queen Titania with King Oberon at her side. In the tourney the party must navigate unknown dangers, asked by the Summer Queen "How will you win? With skill? With truth? With wit? With wager? Or without? These five tasks lie before you, and you must complete them all to continue." In the hunt your characters must quest for a magical, talking beast. But in the end, will they catch the White Hare, or will they wish they had? In the maze players must navigate a shifting labyrinth riddled with pit traps and Feywild nasties. At the feast the party is presented with their reward for their trials, the payment for being the entertainment at this courtly gathering… or perhaps they’re on the menu. This mini-arc references stat blocks presented in Mordenkainen’s Tome of Foes and the Monster Manual. Also provided within the PDF: download links to VTT and tabletop compatible maps relevant to scenes presented in the Summer Games.

Cover of The Test of the White Stag
The Test of the White Stag
5th Edition
Levels 1–10
17 pages
1  0

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.

Cover of CCC-GSP01-01
CCC-GSP01-01
5th Edition
Levels 1–4
21 pages
0  0

Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken friendship with his old adventuring buddy. Recently, there are rumors that his friend’s old magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the dragon needs the help of skilled adventurers who can join him on his quest.

Cover of The Fasting Worm at the Spider Feast
The Fasting Worm at the Spider Feast
5th Edition
Level 8
11 pages
0  0

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

Cover of The Grandmother Tree
The Grandmother Tree
5th Edition
Levels 2–3
15 pages
0  0

Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals

Cover of The Gribbits Detective Agency Part II
The Gribbits Detective Agency Part II
5th Edition
Level 2
16 pages
0  0

Mykon Drift, genius inventor and entrepreneur, has disappeared on the eve of his greatest ever product launch, and nobody seems to know why or where he’s gone. Certain jaded onlookers might think this is for the best, for Drift is a disrupter in the truest sense, and the technomantic marvels he creates often wreak havoc on the guilds and economies of the Sword Coast. But titans of industry like Mykon Drift don’t just disappear for no reason, and his most loyal apprentice is willing to pay to find him. Unfortunately, that apprentice isn’t willing to pay very well, so what they get is the Grib-bits Detective Agency. "The Gribbits Detective Agency Part II" is a Dungeons & Dragons adventure for four 2nd-level characters. It is designed to follow on from "The Gribbits Detective Agency", and should be played in a single sitting.

Cover of The Pollution of Conatha
The Pollution of Conatha
5th Edition
Levels 2–3
7 pages
0  0

Mare Vinceret has kept the underwater city of Conatha thriving for centuries. Deep within the Greyspace lurks a force so strong that it could impede their progress toward peace. It dwells in a place beyond where they would ever choose to go, filled with dark aquatic life and a menacing presence that no one could match. Juliya Alastor, the leader of Mare Vinceret, sends her best to dispose of the threat known only as Biandra, the Hag of Conatha (sea hag). The Hag of Conatha seeks to fix what Mare Vinceret has done to the beautiful land that she sees as corruption in disguise, then live in peace. Biandra has taken their forgotten structure and made it her own. She sits within a threedomed greenhouse with walls blanketed by vines of kelp and seaweed and swimming with deadly aquatic creatures. Within the dark, polluted lair, Juliya's team falls into madness. One by one, Biandra's hallucinatory tricks destroy them, leaving each of them within her grasp. Believing all is lost, Juliya finds a glimmer of hope in a crackled communication one of the members of the party must be alive. She must send out one more group of brave adventurers to bring down Biandra for good and reclaim the underwater dome. Will the adventurers find the lost orc rogue, fight their way in, and investigate through the biodome maze? Or will they be confined to the underwater maze of Conatha in madness, trapped with the Hag of Conatha herself? Pgs. 35-41

Cover of Ancient Cargo
Ancient Cargo
5th Edition
Levels 2–4
6 pages
0  0

Something stirs in the waters surrounding Port Wadegrave, a strange presence which has sown fear and discord throughout the coastal town, and sailors fear to cast out upon the waves! Can anyone get to the bottom of these mystery monster sightings and make the port safe once more? Ancient Cargo is a sea-faring adventure for Dungeons & Dragons 5th edition in which the Player Characters (PC’s) must defend a ship against a host of oceanic threats if they hope to complete their journey to Port Wadegrave. This adventure is designed for characters of 2nd to 4th level and is optimised for four characters with an average party level of 3. The adventure is setting agnostic and can easily fit into any published or homebrew world.

Cover of Tutor of the Ifrit's Art
Tutor of the Ifrit's Art
5th Edition
Level 10
4 pages
0  0

The party arrives in the hostile & alien Realm of Fire, where three suns have rendered the landscape hostile to mortal life. They seek knowledge from a powerful ifrit that will allegedly teach their art to any that are strong enough to meet them. They will meet the strange locals, explore a dangerous landscape and navigate a dungeon in the heart of a volcano, and discover the fate of someone from another world. Disclaimer: This is a weird adventure! It was created with old-school "Appendix N" fantasy in mind, so expect things to be strange and for some mysteries to be left unexplained.

Cover of The Witch's Trial
The Witch's Trial
5th Edition
Levels 2–3
15 pages
0  0

Player's are transported to strange new plan of madness. The have a role playing encounter with the woman imprisoned there. They explore a wizard laboratory and kill the evil inside. A short well explain one shot or adventure for when the whole group doesn't show up. Pgs. 12-26 Published by Fail Squad Games

Cover of DDAL07-10 Fire, Ash and Ruin
DDAL07-10 Fire, Ash and Ruin
5th Edition
Levels 11–16
28 pages
0  0

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?

Cover of Factions of Sigil - Skaldon's Dome
Factions of Sigil - Skaldon's Dome
5th Edition
Level 10
9 pages
0  0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Mind's Eye of Sigil requests the characters travel to a secretive dome created by former member Skaldon, and follow his path to enlightenment.

Cover of FVS9 - Penchant for Adventure - 5
FVS9 - Penchant for Adventure - 5
5th Edition
Levels 5–6
17 pages
0  0

Penchant for Adventure – 5 takes a single PC and DM back to a popular ‘haunt’. With the normal group taking a little time off your PC hears of a gambling tourney in Penchant which coincides with the annual Reaping Festival. Give your player a chance to “howl at the moon” in this quick but dangerous adventure! Remember, Penchant is not for the faint of heart…but have no fear, the adventure is free so no risk in that regard.

Cover of BASIC02: A Frightful Time
BASIC02: A Frightful Time
5th Edition
Level 2
? pages
0  0

Fall into heroism! The young heroes from Exallizar Preparatory Academy are back for their second adventure – and this time, there’s no safety net. A nearby town has sent out a call for aid after a mad hermit has promised to spread untold misery during their yearly harvest celebration. Your group has been selected by the administration to answer that call, and act as representatives for the entire school! You dare not fail. “A Frightful Time” includes: The second leg of the adventure started in BASIC-1 The return of Ronus, Willow, Meeris, and Kale, fully upgraded to level 2 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Part of a series of seasonally thematic modules, BASIC-2 can be run to completion in 3-6 hours

Cover of Cave of Six Seals
Cave of Six Seals
5th Edition
Levels 5–6
18 pages
0  0

Do you dare delve into the depths of an ancient demon's prison? Designed to be a fun 5E challenge-dungeon. Delve into a cave where an ancient evil was once sealed away... but be wary, as over the ages, the seals upon the Demon have begun to weaken... This is the one-shot featured in my larger adventure, Tower of the Chronomancer, but more polished and slightly expanded to allow it to stand on its own. (Originally it was the Tower's "6th floor.") I'm making this Pay What You Want, hoping people will enjoy this content -- and maybe seek the larger adventures I've already written. The Cave. Mostly hidden behind a nondescript hill in a crowded wood, forgotten by almost everyone not of the nearest town, and even they have forgotten why the cave was originally created. What it contains -- what it seals in. Marked only by a broken, rotten sign, now it's viewed as a prank spot. Sometimes it's a hideout for unsuspecting bandits. Generally, it's a place no one goes on purpose due to the lingering "wrongness" that any who enter seem to feel. Any that pass through the perfectly-rectangular entrance will find that it's much more than meets the eye. Especially if they are able to find their way down to the Trials! The Story. Long ago, a shapeshifting demon called "Umbraeus, the Defiler" sought dominion over the world. It clawed its way out of the Hells and took control of the region through a mixture of trickery (empowering people it could use) and destruction (raining fire, destroying crops and rivals, etc.). Umbraeus reigned for many years... until it was betrayed by a rival, which allowed a group of adventurers and mages to defeat and trap it in a magical green gemstone. The gem was then buried deep underground, protected by a set of Trials that allowed only those pure of heart and capable of handling its influence to visit it. But a long time has passed. The seals that held Umbraeus at bay have begun to weaken. And the demon has found a way to crack the gemstone. Its malevolent influence has begun to seep out into the world above. If nothing is done, it may manage to fully escape! Includes: A 5e one-shot adventure for 5th-6th level adventurers (4-6 hours long) Combat, roleplaying, puzzles, discovery, randomness, and loot! A chalenging demon encounter with variable difficulty levels 6 original enemy statblocks, including an evil shadow-boss 2 original magic items. Keywords You Can Expect: High fantasy, cave dungeon, combat, evil demon, shadow dragon, puzzles, discovery, randomness, gelatinous cubes, constructs, moral quandries, and lots of loot.

Cover of Alchemists' Keep
Alchemists' Keep
5th Edition
Level 10
7 pages
0  0

A side-quest adventure - An abandoned keep in the forest provides a exploration sidequest, and an excellent base of operations for your party once cleared. Includes a great new monster and mechanic to repair the keep. Published by Limitless Adventures

Cover of The Trials of Ngura
The Trials of Ngura
5th Edition
Levels 3–4
34 pages
0  0

The Blood of a King The king is dead. All hail the king! The nomadic cattle-herding tribes of Shoma now meet at the Horns of Ngura to sacrifice gold and choose a new tribal king based on a series of ritual ordeals. Will you sneak into the temple of the Bull-God to steal its treasures, or will you participate as a champion in the Trials of Ngura? Savage Swords and Sinister Sorcery "The Trials of Ngura" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition.

Cover of Of Conks & Cons
Of Conks & Cons
5th Edition
Levels 1–3
6 pages
0  0

A magical conk is stolen and planted by an unsuspecting pawn. The tree which grows from this 'tato threatens the whole village of Hempholme and the characters have to take matters into their own hands. There are a number of threats to deal with and number 3 will shock you!

Cover of Fear of the Dark
Fear of the Dark
5th Edition
Levels 5–7
20 pages
0  0

The Zhentarim ask the party to investigate what happened in one their most important underdark outposts. If the party accepts, they'll have to deal with maddening darkness, grimlocks, an insane kenku assassin and unpredictable mixtures of potions. A short, fun dungeon romp that is easily adapted to other settings and other patrons. The combination of utter darkness and a villain based on sound makes for fun shenanigans on the side of the DM. Feasible as a one shot for an efficient party. Two tendays ago, Zhentarim agents were to transport a shipment of rare potions between their Underdark outpost and the surface world. The shipment has yet to arrive, and the outpost is not responding to any sending spells. Growing worried, the outpost’s overseer sends a group of hireswords to investigate and return it to Zhentarim hands. This particular adventure deals with the delusions of madness of Fraz Urb'luu. It also features Muurmic, the mad kenku first described in the December 2015 issue of Dragon+.