The village of Strangelight is on the border of the fey lands, and so its eccentric inhabitants are well-accustomed to magical danger. But now, a fiendish warlock and her devils are terrorizing the village, and only a hardy band of heroes can stop them... The focus is on exploration and social interaction, but it features an epic boss battle! This adventure has been thoroughly playtested, requires minimal preparation to run, and can be easily used with any Fifth Edition campaign!
Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.
A cleric has tirelessly tended to the medical needs of his fellow villagers for decades. There have been occasional cases of madness among his charges over the years, enough to cause rumors, but now there is an outbreak, including people known for years to be quite sane. Can you discover the source of these terrible troubles and return the village to normal life?
Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters
Prince Zeech, the ruler of the town of Alhaster and lord of the domain of Redhand, is throwing a party. Bandits, slavers, pirates, and worse have been invited, along with a mysterious woman who holds the key to the coming apocalypse. "The Prince of Redhand" is the eighth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #340 of Dragon presents guidelines for what the PCs can do to dress to impress, and perhaps eke out a few precious bonuses on their Diplomacy checks. Pgs. 48-79
This is the introductory adventure in the Bugger's Mill campaign. It introduces the characters to the village of Oak Mill along edge of Border Forest and has them hunt down a local arsonist, as well as assist with putting out a forest fire.
Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs had just entered the citadel in the last episode. Are they now dealing with hauling statues or fighting angry staircases in their efforts to get to the second floor?
Strange events are occurring near the town of Yûlash—ground tremors originating from an old mind flayer hive. Our heroes are asked to investigate the old hive and determine the cause of the seismic activity, but another pressing matter is revealed to them, too. This Adventurers League legal adventure set in a small town near Yûlash. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurer’s League certificate High resolution maps
Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.
A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!
House Tarkanan and the Trust have embroiled the Sharn underworld in a silent war, the result of which has dire consequences for Zilargo. The characters must fight their way through assassins, aberrant dragonmarks, information brokers, and fancy parties in this conflict between shadow organizations.
Duke Aldriv III has been brutally murdered. His brother, Prince Cardor, disappeared under mysterious circumstances. Mordeln, the bastard son of the Prince, is under suspicion. But Mordeln claims to be innocent, and fears he will be the assassins' next target. Let your plater characters' personalities come alive as they join forces with Mordeln in his desperate race to find his missing father. Will the players find the Prince before the assassins do? Or will they too fall victim to the mysterious figure manipulating the events from behind the scenes?
Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure
If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1 Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within theiir hungry eyes. What do these men seek? Why would they rather die than run? TSR 9183
There are some things that mere mortals were never meant to know. . . . In the domain of Lamordia, Doctor Victor Mordenheim created Adam?cobbling the creature together from parts of human corpses. Now, years later, Adam wants revenge. Adam wants Elise, Victor's wife. Adam wants Victor dead. The player characters' ship founders on the coast of the domain of Lamordia. A vicious storm leaves them washed ashore, cold and hungry on the ice-bound Isle of Agony. . . . Then the terror begins. The adventurers embark on a journey of fear that leads from certain doom on the frozen island to a strange new life a Schloss Mordenheim. To return home they must challenge Adam himself and discover a portal?a gate that might lead homeward. TSR 9439 Adam's Wrath is intended for a party of four to eight characters of 5th to 7th level. Carefully designed to allow a Dungeon Master to launch from any campaign world or Ravenloft domain, Adam's Wrath is an adventure your characters will never forget?if they survive!
As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of the planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of the portal’s power, heroes are asked to keep the peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure set in Melvaunt. The characters investigate six groups/individuals to work out their real purposes in Melvaunt.
The promises of glory and the chance of riches draws you to Blasingdell, a small village near the infamous Stone Tooth. Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hither-to unknown entrance. Are you brave enough to explore this mystery? Will it lead you to wealth or to your doom?
Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!
The mysteries and legends surrounding Whispering Widow Woods have always been enough to scare off the timid. The dense canopy shrouds the forest floor in darkness even at mid-day, and the tangled underbrush inhibits travel and can disorient even seasoned woodsmen. Lately, though, terrorized residents have described attacks by normally docile creatures, such as black bears. Respected citizens told wild tales of unprovoked attacks by treants, sprites, and brownies. The last two curious souls to venture into Whispering Widow Woods have not returned. Tales of Enchantment has no mechanism built- in to keep the players on track. That is part of the problem for them to solve. They can go as far afield as their bad judgment takes them, but the farther afield they go, the more trouble they find. TSR 9428