This is an adventure for a party of level 4-6 designed to showcase a number of newly created Oozes in the Beyond the Black Pudding compendium. The party is brought in to help figure out what to do about a giant ooze that is threatening to engulf a small town. They discover that it is being called by a magical beacon somewhere nearby, and by following a small ooze they are able to find where the signal is coming from. It turns out to have been set off by The Visionary, an intelligent Vitreous Humor (a kind of ooze beholder) with dreams of power who discovered it in an ancient temple to Juiblex. Unfortunately, having turned it on, The Visionary had no idea how to turn it off again and is now barricaded in the depths of the temple, assaulted by oozes on all sides.
Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and crude decadence, he hosts a tournament ostensibly meant to foster friendship and peace, but fraught with dangers all its own. Is the King of Pitax’s good will sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an opponent who commands not only a nation, but allies from a deadly other realm?
An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.
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.
BREAK A CURSE THAT ECHOES THROUGH TIME! You awaken on the morning of the Pudding Faire: just as you did yesterday… and the day before that… and the day before that! To escape the loop, you must break a curse that strikes to the heart of halfling and gnome lore. Pudding Faire is a 3-4 hour Dungeons & Dragons module for character levels 1-4. It is part of a series of adventures that expands upon the material presented in Mordenkainen's Tome of Foes™. It can be played on its own or as a part of any D&D campaign. This product is a DMs Guild Adepts adventure! The Dungeon Masters Guild Adept program brings highly talented individuals together for creative development. Guild Adept products are identified with the golden ampersand and logo. Pudding Faire is legal for play in the D&D Adventurers League and has the following code: DDHC-MORD-04
A quest to aid the Knights of the North, who have been overrun by a tribe of orcs, results in a group of 1st level characters learning everything there is to know about the basics of Dungeons and Dragons. This low-level adventure will use EVERY saving throw, ability score check and skill check, and goes over conditions, environments and different actions a player can make in combat.
Once a naval powerhouse, the Kingdom of Bane ruled the waters wherever they went. Four decades ago the neighboring countries noticed a stark difference taking over the once lush Bane. As the years progressed, rumors swirled about the downfall of the proud nation but the overall view was that a curse took over. The kingdom had been famous for the multitude of riches and magic it once possessed and it is widely believed that undiscovered treasures await any adventurer brave enough to test their mettle against the curse as well as the elements. This offering is 70 pages of magic, challenges, and a lot of urban discoveries. This scenario can be cut up and used as individual projects or as a massive campaign. The original campaign allowed the players to move from fifth level up to eighth!
You return to the peculiar village of Basht for one of their unusual festivals: the procession of the Straw Bears. While there, you meet some old friends and are asked to escort the brave villagers into the woods to continue the party into the night. It should be perfectly safe, shouldn’t it? A Two to Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3. The Straw Bears originally debuted at U-Con on November 2020. (https://www.ucon-gaming.org/)
The nearby jungle is growing at a disturbing pace -- overnight, whole villages have been swallowed up by creeping vines. Rumors say the source is a corrupt and powerful temple deep in the jungle. In reality, the blight lords of Talona created a monstrous corpse flower and imbued it with the power of a cursed gem from an ancient temple of their goddess. After the blight lords released it into the forest, the corpse flower bent the surrounding jungle to its semi-sentient whims, recreating the temple out of plant life -- with an insatiable hunger for expansion.
Nestled high in the mountains of the Holdfists is Karnack, known for a millennium as the ‘city of the gods’. Known for its multitude of shrines, one in particular has caught the attention of the party. Annwyn is the legendary Plane of Magic for Filbar and can be used to recharge magical weapons that ‘lose their edge’. This adventure was used to help the party recharge one of their weapons they had, but this setting can be used for a variety of different purposes including a visit with a rather nasty neighbor beyond the city borders….it ain’t easy being green!
What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129
As a pair of fresh faced adventurers yearning to show the world what you have you can almost taste the action, but you haven’t found any yet. While on the road a local farmer tells you that the Thorp of Templeton is looking for someone to find their missing ferryman. While the farmer doesn’t have many details the thorp in question is less than half a day’s walk from where you are. As you wander down the road with your friend you both revel in a job as easy as finding a drunken boat captain!
The ancient forest known as the Wildering Woods has a reputation for confounding those who dare venture through it. When a series of unusual events befall a nearby lumber camp, the player characters are asked to seek out a mysterious wizard rumored to reside within. As the adventure unfolds, it soon becomes apparent that big trouble awaits them inside the forest. What's included: 1 fanciful adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 custom creature statblocks with clickable links for quick access Content Warning: Violence, death, abduction around the Wildering Woods, a fey-inhabited forest whose residents are being terrorized by a delusional hill giant who believes he is a wizard.
Heroes are needed in the mountainside town of Shibai—though thought to be spared from the horrors of the demonic Mists of Akuma, recently the supernatural haze has started to fall onto the settlement and a monster lurks through the evil fog. Despite the presence of the infamous Mubo Brothers, hired by the local mayor, a Sukochi bengoshi calls upon the party to get to the bottom of what ails Shibai. The truth of the matter lay within Robai Shita Temple, though what the adventurers find inside may see them undone!
Characters strike a blow against evil when they take on orcs and assassins in these scenarios. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.
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!
The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.