"The Dark Forest" is an elder shadow drake lair suitable for four 8th-level characters. This adventure can be completed in one session. A hidden grove within a dark forest has been home to a tribe of alseids for generations. The tribe's most recent leader and spiritual heart was an alseid shaman called Riatha the Raven. Within the grove lies an ancient ring of standing stones atop a burial mount. Here, Riatha conducted sacred nature rites to honor and bless the forest and the tribe. During one of these ceremonies, the ground rumbled and a column of dense black energy shot straight up from the burial mound and into the night sky. Thick darkness enveloped the area, and the suddenly blinded alseids heard terrible roars. An instant later, the darkness dissipated to reveal a mysterious pool ringed with skulls among the standing stones. Two large, dragon-like creatures with black scales and burning red eyes glared at the confused alseids. One the ground lay the body of Riatha, deathly still. Terror and chaos followed as the creatures brought swift and sudden death, killing most of the alseid tribe members with razor-sharp teeth and deadly, black breath. The alseids that survived the inital, bloody attack fled into the forest. They counterattacked a few hours later, desperate to reclaim their grove and recover the body of their beloved leader, but the attempt was a fiasco and they were quickly driven off. Now, the few remaining alseids hide in the forest, frightened and unsure of what to do next.
While camping in the wilderness, the characters find a tracker surrounded by wolves. Once the heroes dispatch the beasts, the tracker reveals that she is seeking aid in the fight against the darkness enfolding her community, Silver Lake. Should the characters help, they find the village terrorized by lycanthropes that hail from a tiny island rising from the mist-shrouded lake.The island is a fey crossing, and heroes who set foot on it find themselves in the Feywild, where a war is brewing; the lycanthrope clans are at each other’s throats, and many are turning their feral eyes outward to the rich lands beyond their secluded valley. To avert an unimaginably savage war, the heroes must rescue a werewolf lord from his captors and expose the conspiracy that threatens to drench the Feywild in blood...
From the magazine: "Brave are the mortals who take on the tasks of the gods - and dreadful their fate if they fail." This adventure is heavily themed on Greek mythology, using Greek gods as NPCs and even sending the PCs back to ancient Greece to obtain the main object of the quest. Eventually the PCs find the chest that they seek, which actually holds the god Hermes inside. He was being held by the Aloeids, two brother cyclops. After rescuing him, the PCs may gain his favor and perhaps the favor of more Greek gods.
Step into the pixie village of Pleppil, a strange and enchanting place filled with a group of fey creatures whose society revolves around the accumulation of shiny objects. Every home in Pleppil is adorned with dozens, if not hundreds, of various objects that glimmer in the sunlight or glow by the light of the moon. The pixies frequently roam to nearby towns and roads to steal new shinies from unsuspecting townsfolk and travelers. While most pixies make their homes high up in the trees, similar in size and design to birdhouses used by some of the wealthier city folks, one pixie by the name of Quillen is left on the forest floor. When Quillen (or Quill as his friends call him) was young, he was attacked by a wizard when trying to scavenge a copper coin. He survived, but his wings were mangled and he lost the ability to fly. The damage was so great that no pixie healing magic could repair his poor wings. Quill is not one to give up hope on regaining his flight, however. On one of his recent travels with his trusty porcupine steed, Spike, he found a group of tall folk meandering through the forest. Always a curious pixie, Quill crept up close and did some eavesdropping. He heard them discussing a wonder called the Well of Wishes. This place is said to contain waters that can cure any ailment – hopefully even destroyed pixie wings! Now Quill seeks a group of adventurers who will join him on this exciting and potentially dangerous journey into the heart of the forest to find this Well of Wishes and finally regain his flight!
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.
In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.
As the story goes, worshipers of Bahamut and worshipers of Gruumsh spent years warring. As the dead piled up, a Bahamut faithful crafted a weapon of devastating power. Most of the inventor’s peers balked at its use, but some felt it was justified. Those few who used the weapon were twisted into mad, dark beings by its corrupting power. The rest of Bahamut’s flock locked them and the weapon away in a dungeon prison. The dungeon and its terrible secret were long forgotten—until a group of rakshasas happened across the ancient tale. Now they seek the weapon for their own designs. Pgs. 132-137
Darkness looms near Winterhaven! Kobold brigands have grown ever bolder in their attacks, marauding the once peaceful town, and a known explorer has been missing ever since their departure to the excavation site of a dragon burial site. When the party investigates, they will discover that the kobold's leader, Irontooth, bears a tattoo of a ram-headed demon. This is a troubling portent, for the townsfolk will report that this can only mean the dread god Orcus, master of death, has an active cult in that ruined keep! It is up to the party to enter the Keep on the Shadowfell and put a stop to the cult's fell machinations before it threatens all the realm. There they will fight the evil priest Kalarel, Scion of Orcus and seal off the vile portal to the dark realms he is master of. Should the heroes seize victory, glory and treasure are sure to be theirs. But first they must endure the challenges of that dreaded KEEP ON THE SHADOWFELL!
"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.
The Road to Broadhurst written by Carlos Cisco is available for free. Internally, we called this “the Conventure.” It’s designed for experienced Directors who already know the rules, and want to run Draw Steel for new players at their local convention or game store. It doesn’t explain how to play, that’s what the director is for! Because RPG events at a convention can last anywhere from 45 minutes to 4 hours, The Road to Broadhurst has advice on how to skip sections you don’t have time for without affecting the flow of play. Road to Broadhurst is a short, modular adventure for Draw Steel. It’s written for three to six 1st-level heroes and a Director. This free adventure comes with pregenerated heroes and is meant to give experienced directors an easy way to introduce new players to the game, especially in environments such as game stores and conventions where time is limited. The Director should be familiar with the Draw Steel core rules found in Draw Steel: Heroes and Draw Steel: Monsters. This adventure can be run online on a virtual tabletop or in person at conventions, game stores, libraries, community centers, homes, and anywhere else roleplaying games are played. It can also serve as a lead-in to The Delain Tomb adventure for Draw Steel. The combat encounters in this adventure are optimized for a group of five heroes. Adjustments are included for groups as large as six or as small as three.
This was supposed to be a simple job! In the small town of Haanex on Reanaaria Bay, the wizard Veoden assembles the PCs to do a simple job: find the remnants of a meteor said to be made of the rare substance mithral. First they must find a map that local rumor tells is guarded by the spirits of the dead. Upon recovering the map and locating the crater, they uncover a plot to create a powerful magical item called the Coin of Power. This artifact is a tool for wickedness and the players soon find themselves on a quest to learn the means to destroy this evil item and its insidious master before she destroys them. Complicating matters is the fact that the one man who can help them was lost during an expedition to the Reelio Jungle months ago and is yet to return. Will the PCs be able to survive the rigors of the jungle and solve the riddle of the tribesmen who live there? The lives of innocents might depend on it! This accessory provides characters with an elaborate storyline and a chance for many varied types of adventure. You will take your PCs from the quiet village of Haanex in northern Reanaaria Bay to the Vry Naasu Headlands, the City-State of Zoa and finally the forlorn Reelio Jungle. The Root of All Evil fantasy game supplement is set in the popular Kingdoms of Kalamar Dungeons & Dragons campaign setting but can be adapated for use in any setting! This module can be used by itself, or as Part One of the Coin of Power trilogy (see also Forging Darkness and Coin’s End).
Many years ago a brutal bugbear chieftain united the goblinoid tribes of the Meirlara Forest and nearly wiped out all traces of the elves there within. A stroke of chance fate turned the tide and the dreaded bugbear warlord Spragnokk was defeated. His loyal kin hid his body away in a sealed chamber and then the world forgot about Spragnokk... until now. Now his bloodline continues, and they have plans to resurrect their fallen "great chieftain," to bring ruin and revenge upon the elves that handed them defeat decades past. The goblinoid tribes have once more been gathered, and their bloody revenge is imminent, except fate has yet once more placed new champions to stand in their way. They just don't realize it yet.
Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.
5e Solo Gamebooks presents Citadel of the Raven, the third in our series of solo adventures. Citadel of the Raven is the sequel to Tyrant of Zhentil Keep, but is also playable as a standalone solo adventure. The first solo adventure in this series is titled The Death Knight’s Squire. At 589 entries, you can expect a lot of variety from this solo quest. There are several main paths your character could take, and numerous encounters and options on those paths (including short sub-threads designed for specific classes), making the number of possible adventures practically endless. Add to that the characteristics of your class, and the numerous variegated combat encounters, and it’s safe to say that no two run-throughs of Citadel of the Raven will be the same.
NQ1 – Meteor Mystery is the first offering from Pangia the latest continent. Some adventurers need a sign to start their careers and this adventure does just that. A strange meteor has been seen streaking across the sky of Dilad recently. The animals have become sick and farmers are reporting an influx of humanoid raiders. Count DeMoss, lord of the area, has been contacted but no troops have arrived.
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
Deep in the elven forests of Myereth, ancient rowan trees spread white boughs above a sacred site. Pillars of stone twist like some strange form of vine, curling among the branches and reflecting the light of a silvery moon. The forest is silent, and beautiful, protected since the dawn of time by a powerful Unicorn. The elven forest of Myereth is well known throughout the world as a safe haven of good and peace, a place where evil cannot stand to enter and where the trees weep healing tears upon those injured within its boundaries. Any player character elves know of the forest, its healing properties, and its legendary beauty. They may have heard of it as a legend, or they may have visited its mystic shrine when they were children, brought along on a pilgrimage by other elves. But something has gone terribly wrong. Refugees from Myereth, terrified and confused, are flooding into other elven cities. They speak of a great evil that has conquered the forest, one that has killed the body of the immortal Unicorn and tainted its spirit. Myereth runs with blood, they say, and the once-powerful rowan trees have begun to wither and die. In the center of the Rowan Grove, the bloodied bodies of the last elven warriors of Myereth lie scattered and broken. Those responsible call themselves the Servants of the Blood Moon, and they are led by a dark-robed sorcerer. The surviving elves do not know this evil man — all but one of those who fought against the Servants died — but they know that the sorcerer calls himself Tamarat. He has butchered the Unicorn, the spirit of the forest. The Myereth, and the elves, are dying.
This high level adventure returns the PCs to Helvana. A recent adventure has netted the party some Adamant, a rare ore in Filbar that is excellent for constructing weapons of amazing quality. As you arrive in Vorshmorgan to locate a smith you quickly discover there are problems in town. The scenario was designed to give upper level players a challenge and pits them against one of the most feared creatures in the land!
After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!