The couatl Tlanextic saved the village of Pearlglen from a terrible plague many years ago, and now he has returned. But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? Does the mysterious death of the town's chief warden at the bony hands of skeletons have anything to do with it? Download this new adventure by Skip Williams and give your PCs a bit of detective work to do to find out what's really happening in Pearlglen. The scenario is set in a forested area, and the action takes place in the village of Pearlglen and a nearby, half-ruined temple. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
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
The town of Warlorn is often thought of as a peaceful one. Not much happens there, and it is usually considered a place of peace were parties could convene to make truces or were the hurt could always come to find someone to care for them. Perceptions can often be incorrect however. The church of Ilmatter, God of Suffering, acts as an effective government in the town. Illmaters tenants are that to help all those who have suffered and to take on their suffering so that they may be healed. To them suffering is truly Holy, and to take suffering on from another is seen as the greatest way to prey to their god. Not everyone is as virtuous as a god, even his own followers, and humanity in taking on holy suffering is still left with desires; lusts that can be corrupted. When the Duchess of Manipulation who delights in corrupting church men spoke to the leader of this clergy of Ilmater, it was no difficult task for her to find a loophole in Illmaters word that she could exploit. If suffering was holy, then truly it should be those that do not yet understand Ilmater’s ways that should feel this suffering. Using a cultist of hers, she was able to create a child that could later be used as an ingredient for a portal right to her layer of hell. It’d be two birds in one stone; corrupt a devoted followers of a god she hated to later take their souls as her own, and create a portal that she could use to cross both herself and her armies to the material plane. When the players enter the scene, the child will have already been kidnapped, and the child’s mother will be hanging up fliers giving out a reward to anyone that can find her child. The players will find themselves needing to infiltrate the Church of Ilmater into its secret underground cult so that they can save the child and stop Glasya from finding her way to the Material Plane.
A small valley in the Basalt Mountains is home to a small farming community and a priory for the deity Enyndeth. Here young acolytes study to be full-fledged clerics of their faith. The priory was built into the side of one of the mountains when the community specialized in mining. This town should be able to provide road weary adventurers a reprieve from problems….or will it?
For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.
"Blood Money" is a caper adventure in which the adventurers work outside the law to pull off a major robbery. Good planning is essential, and the characters need to stay cool under pressure.
The adventurer is hired by Dawson Beam, the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the “Rats of the Reach”. This is the second adventure in the 1-on-1 Mini-Dungeon series, but can also be utilized as a standalone adventure. Published by AAW Games.
Horror has swept over the small village of Whitwick. Men, women and children have gone missing in alarming quantities in the past few months. The culprit? A cannibalistic mad-man deep in the woods nearby. Will the players be able to find and defeat the menace and bring relief to the people of Whitwick? This one-shot adventure is inspired by the strange and hilarious (Actual Cannibal) Shia LaBeouf musical Youtube video created by Rob Cantor. Watch your players unravel terrifying mysteries and uncover the true madness of Shilo the Buff! This 4-page PDF is print-ready, includes a statblock for Shilo the Buff, is easy to customize and is a fun, simple adventure for new DMs to run. Enjoy!
A scourge has recently fallen upon the house of Lord Gabiru Fuson as his family’s servants began disappearing, one slain in the street by a fallen hero known as the Scorpion Samurai in a widely-talked of murder that has sparked a wave of public dissent and ridicule. The dishonored adopted son of Lord Gabiru has evaded authorities for years but the tide of blood his sword washes onto Soburin is growing ever higher—the adventurers are called upon by the Fuson bengoshi Yukari Nishioka in secret, brought into service to strike down the murderous brigand in an ambush she has set on Shjiki Island. As they lay in wait however a local outcast brings information to light that reveals there may be other bait in the village of Shinjitsu… This exciting adventure (set in the Mists of Akuma campaign setting) begins in the snowy hideaway village of Yukinokyu where the PCs are approached with a curious message—orders delivered by a local Kizuato bengoshi's servant, hiding the authority of a Fuson Herbal Master's directives! The adventurers must sneak into the prefecture to the north, traveling through Hidaretei Pass where three dangerous ogres dwell. After reaching the town of Kakasu they are bid to meet the state functionary in a distant grove and are waylaid by an oni and its adeddo-oni retinue before clandestinely infiltrating the island-village of Shinjitsu. Once there they must bait and capture the Scorpion Samurai, stopping him and the dark ritual he has planned before the evil he unlocks transforms the fallen hero into an unstoppable monster! What you'll find in this fully-illustrated 33 page module: The story of Hinjuku Nagaro, dishonored orphan son and bloodsoaked warrior known as the Scorpion Samurai! A compelling and action-filled adventure in 3 acts that take the PCs across the continent of Soburin before upending a plan that might save one of the world's most powerful nobles from certain doom! Rules for the supernatural haze and two new attributes integral to Mists of Akuma: Dignity and Haitoku. More than a half dozen NPCs and monsters ranging from adeddo-oni to the deadly Scorpion Samurai and his duplicitous ally, a penanggalen! Five maps for every major encounter in Hidaretei Pass, Kakasu, the Fuson Forest, Shinjitsu, and Ikatteiru Cave!
There's trouble in Allesley! An Eastbrook farm has been attacked and people slain. But by what? The people are frightened, the Reeve is concerned, and the Constable wants you to figure out what’s going on. The last time this happened, goblins attacked the town. Does this mean war? This is the first adventure in a series to come in 2017 which builds on the introductory mini-adventure in the Eastbrook starting area.
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Don’t miss this exciting conclusion for the DQ series.
Can you stop the haunting before tea? The ghosts of two warring wizards are trapped in the basement of the house. It is up to the party to end this old feud. Pgs. 68-70
Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)
A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. The newly appointed Duke Castaril Ambrinigan has recently relocated to a modest, newly constructed keep near the frontier town of Ormanlak. He and his family arrived safely, but a caravan containing family heirlooms was waylaid by a band of frost giant raiders. Most of the items were of no consequence to the Duke, with the exception of one: a three-foot tall golden statue of a lion. The Duke, wanting to avoid a war, sent an emissary to the frost giants. He offered gems totaling 10,000 gold pieces in value as ransom for the lion. The giants accepted, and a time and place was set for the exchange. But there is more. A white dragon named Whildenstrank lives in the midst of a nearby glacier, and has maintained a network of winter wolf spies, including some in the frost giants' camp. Through these spies, Whildenstrank learned of the capture of the golden lion, and the upcoming trade. Thinking that the lion would make a fine addition to his frozen treasure hoard, Whildenstrank has prepared to strike.
Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536
Ever wanted to face the cold, dark, and dangerous unknown without the advantages of a fantasy hero? This is your chance! Fifth Edition Funnel puts a spin on character creation. In the Funnel, each participating player quickly generates several 0-level characters blessed with the abilities and low survivability of your average commoner. Those that survive will be promoted to 1st-level heroines and heroes. The Funnel bonds characters over common challenges they meet and (hopefully) overcome. The surviving 1st-level characters share a common origin as adventurers. Instead of merely rolling dice, there is a trial by fire where average people succeed against the odds to do something heroic (or hide under a table in a tavern).
The town of Innisfall lives in the shadow of dragons, but has managed to broker a peace with them through the years and avoided outright destruction. Now, a dragon has been murdered and the visiting party of adventurers is accused of perpetrating the deed. Can our heroes prove their innocence and restore the uneasy truce the town has lived under for generations?…
The Approaching Swarm is a short adventure. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. The adventure takes place in a swampland that is near a small settlement. The characters have just arrived in the small settlement of Crivdall, which is a fort on the edge of a huge, dangerous swamp. In the dead of night, a small armada of monstrous vermin attacked the characters and their hosts, and the PCs may have spied a mysterious figure that controlled their actions.
The sleepy forest town of Aulbesmil has seen better days. Orcs and monsters lurk in the woods now, but the real menace hides in the town itself. The PCs arrive in town to investigate a mysterious tragedy that has befallen the townsfolk. As they explore the town, they learn of other strange happenings and must assemble the puzzle to figure out who is responsible for the thefts and disappearances. Eventually, they track down the baron's culprit and bring him to justice, as well as liberate the captive nephew of the Baron. Pgs. 16-28