A Secret Buried for an Aeon is About to Sprout! From beyond our dimension, a living seed has festered here for an aeon. Within it lurks the nascent form of Akavala, the Ravenous Tree, dread ruler of a shattered world and its carefully gathered and subjugated protectors. Two of these powerful creatures escaped into the underworld drawing champions and enemies from the complex societies found there. As the god-seed grows, the world creeps closer to its doom. Includes: Full adventure, a new patron, new spells, new magic items, the Living Weapons of the Empire of the Thal, and many many new monsters. Published by Mystic Bull Games
A small local area with ten locations and a big wizard dungeon with 19 rooms. The module is based around some rules lite system exclusive to the module, but for obvious reasons can be run in the system of your choice with little modification. (Some best guess approximations have been made for the creatures for search optimization.) Official description: "This adventure is a work of PARODY based on “Caverns of Draconis,” featured in Season 2, Episode 14 of NBC's TV series, “Community.” THIS IS NOT A TSR PRODUCT. This product was made in accordance with Wizards of the Coast's OGL Version 1.0a. The following game and adventure have been designed to reimagine what the fictional module featured in the episode might look like. This rules-lite RPG is meant to serve as an introduction for newcomers and fans of the show alike. The game can be played with 2-9 players and has everything you need to get started except for dice. "
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
"I AM THE ANCIENT ... I AM THE LAND ..." Your screams still echo in your room. Cold sweat soaks the bedsheets and trickles down your back. It seemed so real! The great towers of a darksome place called Ravenloft ... it's misty vales and the terrible tragedy of a man who had sold his soul to unlife. Now the sunlight streams through the window with the promise of a new day. The dread nightmare at last is over. In the cold sunlight of a dying autumn, you step from your room at the inn and stroll along the friendly streets of Mordentshire. But, from the back of your mind the dream creeps forward to haunt you. Why do the faces of those who have befriended you now seem those of strangers? Why do those who called you here in terror, now seem to dismiss your task as a folly? More .. why are you advised so strongly, to forget about the House on Gryphon Hill ... the domain of the fair haired Count Von Zarovich, a name that cries out from your dark nightmare? You halt, as the swirl of events grow more confusing with every passing minute. Which is the dream ... and which the reality? TSR 9181
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
A relentless torrential storm has forced you to seek shelter at an abandoned caravan lodge with several others you met on the road, but the dangers outside may pale in comparison to the dangers within. Can you survive the night? A Tale of Mystery & Suspense for Tier 1 Characters. Optimized for APL 3. From the author of the Neverdusk Trilogy comes a brand new roleplaying & exploration rich adventure in the horror and mystery genre. This module is designed to be played using Theater of the Mind, and depending on the characters and their decisions, multiple endings are possible. It debuted at DDALSG Community Games Weekend 2020, a digital convention in Singapore. The v1.02 package includes: - Full color cover art by digital artist Koh Jia Wei (Firons Art). - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - A cheat sheet featuring Jason's personal notes on running CCC-RPSG-04 The Waystop and NPC reference sheets to help you flesh out the NPCs. - A fully colored NPC portrait & token pack created by popular webtoon creator Ho Wei Rong (Carillus of ExCo fame).
She ran. Where to or for how long, she really couldn't say. The little flame of her oil lamp sputtered and went out a few times. She'd snap her fingers and make the wick flare to life, but she may as well have ran blind. The hallways were pitch black with soot and choked with smoke, every turn was a guess and every corridor a gamble. Unnatural screams echoed from every direction. Left, right, left again, was this the south or north end of the labyrinth? She had no idea. The next turn brought her face to face with a doorway completely consumed in blue fire. The room beyond was so bright she had to look through her fingers at it. A shadow covered her, a shape in the doorway: a hulking creature with a wolf-shaped muzzle and enormous pincers for hands, wreathed in the same blue flames. The screams were getting closer behind her, too. They had her cornered, again. The demon slammed its shoulders through the narrow opening, splintering the wood and stone. She dropped the lantern and let the wand in her sleeve fall into her waiting hand. With a word of power and a gesture, she appeared in the familiar bedroom: stuffy and reeking of wood smoke. She'd have to try again tomorrow, if she could remember. During an exploration on the sixth level of Undermountain, a strange invisible creature leads to a series of collapsed chambers that hide a forgotten secret and one of the most devastating forces known to the multiverse. Marambra Nyghtsteel, the forgotten apprentice of Halaster Blackcloak, has been locked away for an age deep within Undermountain. What point and purpose her forced seclusion has, only Blackcloak may know. When a spell consuming blue fire, known as The Spellplague is trapped within the chambers, a series of events have left Marambra, lost in her madness, struggling to survive.
Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.
An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
The Shrine of the Axes has been restored and Raggnar Redtooth, who previously conspired with dragon cultists, is trying to restore his reputation in Parnast by sponsoring a feast. There is just one thing he needs, meat for his feast. Game is supposed to be plentiful in the Weathercote Wood, but the townsfolk are all busy with their own work, and the minions of Bad Fruul are still out there causing trouble. What can go wrong on a simple hunt?
As Faerûn recovers from the demon threat, a prominent leader goes missing. Is this a simple rescue mission, or is there more at stake? This is a Tier 3 (APL 13) Adventurer's League legal adventure set in a small town near Yulash. This module first premiered at TotalCon 2017. Contents include: PDF of the adventure Fantasy Grounds module PDF of the Adventurer's League certificate
Short free/pwyw adventure for Shadowdark RPG or similar roleplaying games. Months ago the snow elf princess Ysren was pressured by her mother to begin accepting suitors. To thwart them, she vowed her suitors that anyone who brought her a piece of the moon would have her hand in marriage. The sorcerer-prince Sandor of Excelsis took up the challenge & began building an ambitious spiraling tower atop the highest nearby peak. Once it was high enough, he would begin a ritual that would open a portal from the top of the tower to the moon. One cold day all communication with the tower seized & the “Spiral Prince” has not been heard from ever since. King Galian has sent men in search of his lost prince, but none have succeeded in besting the frigid mountains. He offers a hefty bounty for the return of his son. Will you brave the rime-covered cliffs of Mt. Excelsis to save the prince... or perhaps scour his tower for arcane knowledge & regal wealth?
Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?
This uniquely styled adventure involves players starting out with little information about the characters they will play. No characters are prepared in advance. This is a nonstandard method of play. Player characters only know their names, ability scores, race, and background. This adventure was created to give the feeling we got as kids just starting out with D&D. It will be great for new players and seasoned vets alike. Who is in charge? Who is torturing the players? Let the chaos begin…
The Land of Ash and Smoke. Once a hellish landscape of volcanic activity, now a nightmare region that hosts one of the scattered Soulmonger fragments. The fragment’s burgeoning power attracted the attention of the Red Wizards of Thay and, thankfully, adventurers who are willing to risk life and limb to keep the fragment from these vile arcanists. Can you reach the fragment before the Red Wizards make off with it? The hunt is on. Part Two of the Broken Chain Series. A Four-Hour Adventure for 17th-20th Level Characters
Our heroes are approached by Tristan Harpell, an entitled young mage and heir to a suite of rooms in Ivy Mansion, the ancestral home of the Harpell wizard dynasty. His inheritance is “infested” with the wacky experiments of his dead great-uncle, Siegfried Harpell, and Tristan needs the party to clean things up. The party will have many wild and bizarre encounters while digging through Siegfried Harpell’s derelict magical concoctions - and along the way they might even discover the astonishing truth behind Siegfried's disappearance! Into Ivy Mansion is a Dungeons and Dragons one-shot adventure for a 3rd-4th level party. It features exploration, role-playing and thrilling combat encounters...
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
This adventure is written with the intent that it takes place in the subterranean world called the Underdark in the world of Forgotten Realms, although it may be placed in other settings. Within the Underdark, Cyrog's lair can be placed anywhere though it is stated to be thousands of miles east of Gravenhollow. If you are running Out of the Abyss, you may want to have your players see the vision Cyrog Lives! Hail Orcus! (OOTA, 158). Additionally, it is recommended that this adventure be used for a party of 4 to 6 players, level 9 to 12. While merely hinted at through visions in Out of the Abyss, Orcus is roaming the Underdark unchallenged with an army of mind flayers at his disposal. Cyrog, the elder brain of a mind flayer colony in the Underdark has died. The demon lord Orcus has reanimated and taken control of it. The hive of mind flayers is now bent to Orcus's will through Cyrog as he strives to make all life in the multiverse into a vast undead horde under his control. The adventurers are contacted by a patron who gives them a special item (such as brain worms) to suppress their brain waves and make it possible to infiltrate the Cyrog's Lair without immediate detection. The adventurers must defeat or otherwise subdue mind flayers and a few guards, override the elder brain's mechanical defense system, and slay Cyrog.