A bizarre sea monster has been spotted near Hillsfar. Strange voices visit people in their dreams. Zealots preach about the Great Old Ones’ return. Can you find out the truth before the voice consumes everyone’s sanity? This is a Tier 3 (APL 13) Adventurers League legal adventure set in Hillsfar. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurers League certificate
The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.
A level 9+ hex-crawl adventure by D. M. Wilson and Sarah Brunt. A portal leads adventurers to a comet of fire and ice hurtling through the void of space. Can they survive prehistoric beasts, warring factions, and the comet’s impending doom, to find priceless treasures and a way home? For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"
One of Freeport's most popular holidays is Swagfest, which celebrates the success of the infamous Great Raid conducted by the city's earliest Sea Lords. This year, Captain Lydon is sponsoring the festivities. While the PCs participate in various contests, they also have to deal with potentially deadly interruptions. Bibliographic note: "Holiday in the Sun" was originally written for v.3.0; this version can be found for free at at: http://freeronin.com/gr_files/focus05a.pdf The adventure was updated to the v.3.5 rules as part of The Freeport Trilogy: Five Year Anniversary Edition.
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?
The carcass of a gigantic sea monster is now a small dungeon... Gargantuel was a gigantic sea monster (a whale? a prehistoric serpent? the Kraken? Leviathan itself?). She used to roam the high seas, destroying ships and devouring everything. Some of the people she swallowed survived in her belly. One of them, the sailor Torsti Seppänen, actually managed to turn the place into a comfortable habitat. One day, Gargantuel passed away. Her body now lies out in the open, luring the carrion-eater, the curious, the foolish. Strange creatures and artifacts await in the mounds of decaying flesh, and the insane Torsti Seppänen will do everything to defend his “home” from intruders. Statted for Lamentations of the Flame Princess, usable with any OSR type game. Hosted by eldritchfields.blogspot.com
This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makaberitaten-Theater-2024-5e?view_as_pub=1
A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and a contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: "Ireena..." Based on the classic adventure by Tracy and Laura Hickman, the Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition "Ravenloft" module, retaining the Gothic flavor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This adventure is designed for characters of levels 6, bringing them up to level 10, and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. For use with these Dungeons & Dragons core books: Player's Handbook, Dungeon Master's Guide, Monster Manual.
The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?
You are hired by a merchant to protect a rare item, a crystal crown, for one night against the attempts of the city's thieves guild. The arrogant guildmaster has informed the merchant that he will steal the crown and he cannot be stopped. Continues in Part 2 in Polyhedron #23 Pgs. 13-20
People have been going missing in Oreskos. Merchants never finish their rounds, and leonin disappear during their hunts. At the center of this conspiracy sits a lone tower, and on its throne a vicious lamia seeking to claim the grasslands as her kingdom. The Oreskan Lamia is a 3rd level Greek mythology inspired 5e adventure, for use with the Mythic Odysseys of Theros setting book.
The manor of Willowby Hall is under siege by a giant, enraged at the theft of his magical goose. The band of thieves has taken shelter within the manor's crumbling walls, cowering with their ill-gotten poultry as the building shakes itself apart. But something else is stirring. The giant's rampage is slowly awakening a Death Knight from its black slumber, and once it rises it will call on the bones of the manor's old residents to drive out the intruders. Will the party loot the manor of its ancient relics, or succumb to the blades of its skeletal guardians? Who will make off with the goose and its golden eggs? Will anyone survive the giant's onslaught? The only way to find out...is to play.
This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32
A job offer from the high bishop? Looks like your fame is becoming far reaching. You meet with revered figure and discover that he has a task right up your alley. A group of missionaries on an island retreat have not been heard from in a year. He asks that you and your associates go check on them.
All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
A centuries old evil has been cultivating an environmental disaster deep under the earth, waiting for the time when it will be unleashed on the world. A new mine has been created above and has broken the seal. The owner of the mine has lost contact with their foreman and shipments have stopped, and it’s up to an inexperienced but eager group of adventurers to investigate. This adventure is designed to present a challenge for a group of four veteran players using first level characters. While there are opportunities for roleplay scattered throughout, this adventure is heavy on the exploration and combat pillars of fifth edition. Death is a real and ever-present threat as they investigate the mine and the dangers below. Success and survival should bring them to the third level, and they may have found some treasure well worth the effort. So much so that they may become targets themselves from unscrupulous and more experienced NPCs. Written to be a seed for a larger campaign in any high fantasy setting, the outcome of this adventure could have world-changing consequences. It introduces a new and growing threat that, given enough encouragement, greed, time and apathy, could consume the world and beyond.
Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.
After being singled out by a mad prophet as the ones who must defeat the Brine Witch, the PCs are hired to uncover the secret of the plague of curses. This is the first of a series of connected adventures contained within Return to Freeport. All six adventures together should take characters from 1st to 12th level. Adds a new creature template: Sand-blighted
Who Do You Trust? In the cool streets and blazing bazaars, the word is out: a great treasure has gone missing in the Everlasting City of the Cat, and some very ambitious people have set their sights on it. Many paws and claws are out, and everyone is sniffing around for something rich and strange. It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt with Cat and Mouse by Richard Pett and Greg Marks! A perfect introduction to the Southlands campaign setting, and it fits neatly into any desert city where cats are sacred and rats are cautious and sly.
A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Pgs. 24-29