Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?
This exploration adventure is planned to be played by 4 to 5 level 4 characters. The characters, led by old Maddie (who also hides a big secret), will go deep into the swamp and into the caves to retrieve the green heart.
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.
The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill’s original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?
The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
This 5th edition investigation one-shot is planned to be played by 4 to 6 level 1 characters. The characters will face a spirit in the form of a scarecrow out to wipe out the villagers of a town, the group will discover that all is not what it seems and that this spirit is actually out for justice... or revenge.
While in the peculiar village of Basht, a town full of strange customs and superstitions, an elderly woman asks you to check in on her grandson, a Gondite tinkerer testing out his latest invention in a nearby cavern. Sounds easy enough, right? A Two-Four Hour Adventure for 5th-10th Level Characters This adventure originally debuted as custom content for the 2019 U-Con convention in Ann Arbor, Michigan. Visit them at https://www.ucon-gaming.org/
Titles and lands are the reward, a watery death is the penalty for failure in this swashbuckling adventure of intrigue and danger on the high seas. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
A Mists of Akuma adventure for 4 to 6 characters of 13th level. This second adventure in the second wave of Mists of Akuma adventures comes to you from the mind of Anthony Alipio and is a tale inspired by the classic film Seven Samurai! Join the legendary iconic hero Tomoe Masamune (the samurai known as the Crimson Blade) and defend the simple village of Noru from the power-armored bandit king Calvert Boyd and his raider army in an epic mass battle your table will never forget! A two-page spread preview of the contents of this adventure. What you'll find in Honorable Wills: 3 Maps! (classic Noru, modern Noru, and Bandit Camp) 11 New Statblocks! including heroic samurai, rebellious tengu, devious bandits, and more 2 Ways to End the Adventure! Included in Act 3 are directions for running the final climactic mass battle like it's seen in the film that inspired this module and for a more contemporary approach tailored to the nuances of D&D 5E mechanics Published by: Storm Bunny Stuidios
The world of Filbar was built upon the remnants of the Adurite Empire an ancient empire that extended among the continents. Centuries ago a curse befell the land and the empire causing its destruction. In the campaign the players were given the opportunity to discover a very difficult way to lift the curse. While this adventure can be used as individual fillers it also offers campaign players the opportunity to lift the centuries old curse. Can your players piece together what happened and solve the mystery?
In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.
𝐓𝐡𝐞 𝐬𝐞𝐜𝐨𝐧𝐝 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. An orcish emissary is travelling the lands south of the dwarven stronghold of Nirzumbil, attempting to keep the tribes in line and focused upon harassing the dwarves. If the PCs can defeat the emissary before he can complete his rounds, they might be able to splinter a part of the orcish alliance. A sandbox-style adventure for a party of 4th level player characters. Includes 5th edition writeups of the giant stag beetle and the krenshar.
Fortress, Tomb, and Tower: The Glain Campaign is the second published adventure series for the Basic Fantasy Role-Playing Game. This module includes three distinct adventures designed for a group of low to mid-level player characters, comprising a total of seven dungeon levels: The Fortress of the Iron Duke: On the day before the wedding of the Duke of Freestead to his beloved Kylenne, an explosion engulfed the Palace, and almost overnight the valley fell into ruin. Tomb of Karsma Megalos: The proud Serenhai people were ruled long ago by a seemingly immortal hero, Karsma Megalos. He disappeared in the Cataclysm, and no one knw here his body was laid... until now. Crooked Rock Tower: Once the old tower on the crooked rock was home to the enigmatic Wizard of Clocks; later it was occupied by the evil wizard Walgren. Rumors tell of great treasure buried beneath it... Published by basicfantasy.org
The party is called to investigate ghostly wails heard in a nearby crypt where a noble knight was supposedly laid to rest centuries ago. Un-beknownst to the townsfolk, the crypt actually holds the remains of a bandit lord, who was dressed in the knight’s armor as part of the knight’s plan to fake his death. The wailing is caused by the restless spirit of the bandit lord, newly awakened by mischievous fey who now play pranks on the village for their own amuse-ment. Players will need to navigate traps and puzzles set by the fey, uncover the truth of the crypt’s inhabitant, and lay the bandit lord’s spirit to rest.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
Unveil the forbidden secrets of Nog and Kadar! The Nogaro River has seen the rise and gall of countless empires, unequaled in their evil and terror. Buried but not destroyed, their legacy lives on, shrouded by the tangled jungle and by time itself. With Ruined Kingdoms, bold explorers can at last lift the veil of oblivion and unravel the mysteries of a dark and sinister past. Inside you'll discover: A 32-page campaign booklet describing the Ruined Kingdoms and their many secrets. A 64-page book packed with adventures-nine plots of intrigue and danger that transport player characters from Dihliz to Afyal and into the heat of the ruin-choked jungle. Adventurers face yak-men, genies, and giants, and unearth artifacts of awesome magical power. An 8-page booklet filled with villainous women and deadly reptilian monsters. Six cardstock sheets featuring detailed maps and player aids. A stunning poster map of eastern Zakhara, depicting the twisting valleys and ancient capitals of the Ruined Kingdoms. Recommended for use with the Arabian Adventures rulebook. TSR 9440
Don't you just hate it when you have a bit of downtime but some of your players need a bit more experience? Perhaps your group is fractured and only a pair of players could make it. Today's offering gives you three scenarios for a pair of adventures at three different levels! This offering helps you plug campaign holes with short encounters certain to challenge a pair of PCs!