Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
The Chinese legend of Lady White Snake, like a serpent shedding its skin, is a tale that’s been renewed many times. At its core, it is a tale of a water snake granted magic and human form when a mortal man drops a god’s gift of immortality into the river. It is a story of friendship in which the white snake saves a green snake’s life and shares her powers. It is a story of jealousy in which a turtle spirit covets their immortality and plots against them. It is a story of selflessness in which the white snake sacrifices all—trapped in a pagoda for eternity—to save, from the turtle spirit, the same mortal man she’s grown to love. But in some retellings, it is a story of evil and good, Lady White Snake, an evil demon, and the turtle, a well-intentioned monk. Or it is a story of treachery, the green snake betraying her closest friend. This adventure embodies the multi-faceted nature of the original legend transformed over centuries. The town’s healer, Lady White, has been captured, and everyone in the village has a different story to tell. It’s up to the characters to decide who they trust, what they believe, and what they’re going to do about it.
DC-POA-PND-2 What Skitters Beneath? (Part 1 of the Strange Case of Erland Forsk) Strange things have been happening near the Wet Trout Tavern by the Easthaven docks. Mysterious lights, missing items, missing people, and now the bartender swears he saw a ghost! Can you help get to the bottom of this? Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3 Using the DungeonCraft seed Burrowing Borrowers Don't go into the Basement! The Strange Case of Erland Forsk is a four part series of DungeonCraft adventures, each 2-hours long. DC-POA-PND-2 What Skitters Beneath? (tier 1) DC-POA-PND-3 The Watcher in the Attic (tier 1) DC-POA-PND-4 Eateat Go Home? (tier 2) DC-POA-PND-5 What Stalks the Night? (tier 2) ``` Where the cockroaches dance You can wallow in romance But don't go in the basement! Oh! You may think that it's deluxe To ride the banister filled with rust Oh, don't, don’t, don’t, don't go! Don't go in the basement! —Danny Elfman, Don’t Go in the Basement ```
The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.
After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20
A fiend lurks among the Black Blade goblins. A shapeshifting barghest fashioned by the General of Gehenna to exact revenge on all goblin-kind. It’s aim: to kill as many goblin leaders as possible… A masked goblin approaches the party asking for help. Two tribe leaders are dead. But a rival for chief has control of the crime scene. Will the party discover the barghest among the goblin ranks? Can they stop this imposter before it strikes again? Adventure Overview The adventure’s story is spread over 4 parts and takes approximately 4 hours to play. The adventure begins with a Call to Action scene. Part 1: Goblin Politics. Krill sends his emissaries to implore help from any strong intermediary. The party is asked to investigate the murder of Thrawn in Dringly’s lair. This is Story Objective A. Part 2: The Opposition. Gain entry into Dringly’s lair and investigate the murder of Thrawn. Gather enough evidence to find the killer. This is Story Objective B. Part 3: To The Lair! Now that the players have determined the barghest (Yeep) is to blame, they need to get to Krill’s lair quickly as he is in imminent danger. This is Story Objective C. Part 4: The Barghest.When the players arrive at the lair, they need to get to Krill and expose and defeat the barghest. This is Story Objective D. Adventure Background A barghest named Yeep has begun its onslaught of attacks against the Black Blade goblins. Starting with Chief Gnar, then his second in command Thrawn, the barghest is moving methodically down the line of command. Krill is now chief. But he has some problems: Two leaders of the Black Blades are dead. Who killed them and why? Is he next? Dringly, the next in command, has decided to take his lair for himself, declaring himself Chief of the Black Blades. Who are the Black Blades? The Black Blades are a tribe of goblins in the local area. They are known for dipping their blades in a dark black substance. It is rumored these blades are poisonous. The Black Blades regularly attack passersby on the road to rob them. The Black Blades have two lairs, one run by a chief who leads the whole tribe, and another overseen by a boss lieutenant. The Black Blades have a well-established pecking order which is how Krill stands to become chief. The next in line is Dringly, who has also declared himself chief and wants Krill dead. Krill suspects that there is something suspicious about two leaders being killed within a day of each other, but he has already burned Gnar’s body without any investigation. He needs to investigate the body of Thrawn, but it is in Dringly’s lair. Krill wishes to avoid direct confrontation with Dringly at the present for three reasons: 1) Any violence would only kill his own tribe members and further divide the lairs. 2) He believes there is still hope for negotiation to reunite the Black Blades. 3) He believes that if he were to attempt negotiations himself, Dringly would kill him. This adventure features: Two maps. Ready for your favorite Virtual Tabletop. A full color pdf. A black and white pdf. One custom monster, a reprint of barghest, all others available in the Monster Manual. Four hours of entertainment involving: roll playing a goblin bard, investigating a murder scene, tracking down a barghest before it strikes again. Applicable to any setting.
Mother Haggle is an elderly crone who runs a Lost & Found Emporium on the edge of the Misty Forest. The old lady pays her mercenaries well, and attracts all kinds of talent to send on her various errands. Mother Haggle doesn't deal in world shaking problems, but it's uncanny how often simple tasks like "fetch that cow" or "bring me a boggle" end in embarrassment, grievous injury or death. As she always says, it really can't be helped. Using the streamlined Plausible Complications and Unlikely Disasters layout, Mother Haggle's adventures are one-sheet wonders ready to pick up and play with groups of the specified level. Mother Haggle wants her cow back. It seems to get lost a lot, but she doesn't care how much she has to spend as long as her darling gets home safe. Included in Mother Haggles's Notice Board - The Missing Cow are six standalone bovine adventure seeds in which Mother Haggle's cow needs rescuing. She should really keep that cow in a better pen, or lock the gate or something, but who needs common sense when you have money and mercenaries?
An unceasing rain has settled over the hamlet of Holmford and with it a darkness has fallen. Minister Scrim is dead, livestock and crops wither and rot and now a child is missing. Whispers of an old hate returning feed fear and paranoia. All the while the Hornwood looms hiding it’s vile secret. Light must return to Holmford before history repeats and more innocents perish.
Your investigations into weird occurrences in Waterdeep's Field Ward leads you to the source of a disease that suddenly breaks out. You are the only ones who know of the cure, but you won't be able to procure it if you remained quarantined like the rest of the ward. The clock is ticking for you and your allies.
Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.
In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45
A young boy befriends an extra-planar construct that has mysteriously appeared at his family’s farm. Once the boy finds out that other creatures are coming to take it back home, he comes up with a plan to get help from the party to save his new friend. Fairly in depth adventure with plenty of RP opportunity.
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/)
Blackstone Cave was once a smugglers’ lair, but it was cleared out decades ago. Now there are strange noises coming from the cave, and local authorities are afraid smugglers and bandits have taken up operations again. What will the adventurers find? More importantly, will they be able to survive the machinations of the Mad Dragon Priestess? A straightforward dungeon crawl with combat and opportunities for role-playing. The party is tasked with investigating strange noises coming from Blackstone Cave, an abandoned smuggler's lair. They find kobold cultists have moved in, but they're not the average dragon cultists.
A bizarre puppet master pulls the strings in this introductory RAVENLOFT® adventure for lower level characters. "Beware what you wish, for it might come true" is an old Vistani saying. In the small town of Odiare, a toymarker has wished a puppet to life--only this puppet is not a friendly, playful toy. It is a thing of evil, bent upon killing all the adults of Odiare. When the player characters are trapped within this town, Maligno the puppet and his animated toys begin to hunt them down. The PCs' only chance for escape is to defeat the mad marionette.
In this small 25 page Gothic Horror adventure module, find the secret of the small village of Vaukelberg, where disappearances have led to a mysteriously empty town. Something is buzzing in the wheat fields, and the adventurers may not be hardy enough to survive the horrible Vander Cainse's idea of Perfect Corruption. Perfect Corruption- a 5e SRD adventure for levels 3, 7 or 12. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign. Featuring 6 original statblocks, find out what horrible creatures lay in hiding in this horrifying Dungeon Short.
An unknown force is inciting the people and creatures of the idyllic Greenwood to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.
The ruins of Castle Hermitage are shrouded in mystery after the disappearance of Lord Soulis Hermitage some 50 years ago. In the time since, the thriving village of Bellshall has grown a reputation for its market and specifically for the gemstones that can be bought there. Unfortunately for the people of Bellshall that supply of gemstones is at risk. Something is watching the Deep Gnomes who live and work in the mine. Soon it will need to feed. Are there any heroes who can help defeat this horrible menace, save the Deep Gnomes, and the village’s prosperity? Contains: A 4 to 6-hour adventure for four 4th level characters. With scaling information for other levels. A new CR3 monster, the Ettercap Host. Print friendly version. Accessible version. Separate GM & player map images for VTT use (Gridded and Gridless).
Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29
Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.