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A Cog in the Wheel
5th Edition
Levels 1–4
30 pages
0

CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.

Cover of Full Moon Shines
Full Moon Shines
5th Edition
Level 6
13 pages
0

Lycanthropy or Misanthropy? When the moon shines brightly, someone – or something – is stalking the streets of Timbertown. Can the heroes figure out who – or what – and settle the matter before panic breaks out?

Cover of DDEX01-02 Secrets of Sokol Keep
DDEX01-02 Secrets of Sokol Keep
5th Edition
Levels 1–4
26 pages
0

Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep! An adventure for 1st-4th level characters.

Cover of DC-POA-JL01 Horror Beneath the Frost
DC-POA-JL01 Horror Beneath the Frost
5th Edition
Levels 5–10
25 pages
0

Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)

Cover of Finders Keepers
Finders Keepers
5th Edition
Level 20
61 pages
0

How many times have you started a campaign and it dissolved before you reached the top tier? How many builds have you made, all of them assuming reaching level 20, but you have never managed to try them out? Put your regular campaign on hold and see what happens when PCs reach level 20! “Finders Keepers” is an epic Dungeons and Dragons adventure, set in Forgotten Realms and beyond. The stakes are high: the location of one of the legendary Books of Keeping has been discovered, and now various powers of the universe vie for control over that power… Devils, demons and fallen angels; the mighty shall fall and who is going to be left smelling the ashes? The adventure starts with a fight with an ancient red dragon. Then things escalate and your players will have their 20th level spells, powers, and skills tested! Battle the game's most powerful beings, visit distant planes and make world-shaping decisions! The fate of Toril is in their hands…

Cover of Swords of the Moonsea: Five Adventures
Swords of the Moonsea: Five Adventures
5th Edition
Levels 1–10
132 pages
0

nside this full-color, 132-page anthology you’ll find five best-selling Adventurer’s League quests for level 1-10 characters. Inside are over 20 illustrations, including a half-dozen full-page pieces by the esteemed Andrea Alemanno. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): The Cornflower Hive (SFBAY-04-01): What links an infamous Zhentarim mercenary with a brilliant but tormented artificer? To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? The White Well (PDXAGE-01-01): The Gommurg Clan of hill dwarves rarely deal with outsiders. The dwarf clan’s isolation has gifted them with great skill and wealth. Unfortunately, their pride has made them vulnerable to an ancient power confined centuries ago. An exile has magically foretold the clan’s destruction. This diviner is the only one who knows how to stop the evil threatening the Gommurg. Tier 2 (Level 5-10): The Barrows of Solina (STORM-01): Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. The Dark Hunt (PDXAGE-02-01): The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land. Under Earth & Stone (SFBAY-04-02): A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.

Cover of Laeroth's Tear
Laeroth's Tear
5th Edition
Levels 3–4
10 pages
0

This short adventure is set in the Forgotten Realms campaign setting; it may be run as a standalone adventure, or as a side trek for a larger module . Alternatively, this adventure could be inserted into any campaign setting. Trouble is brewing near the town of Red Larch; specifically, in the caves near Lance Rock. A few good adventurers are needed to investigate the increased orc and ogre sightings in the area.

Cover of CCC-GAD02-01 The Monster Within
CCC-GAD02-01 The Monster Within
5th Edition
Levels 1–4
39 pages
0

A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.

Cover of The Korranberg Chronicle: Nightmare on the Mournland Express
The Korranberg Chronicle: Nightmare on the Mournland Express
5th Edition
Level 6
30 pages
0

This one-shot, horror-themed adventure is set on the lightning rail of the world of Eberron! Will your party of 6th-level adventurers be able to rescue an innocent before it all comes crashing down!? Nightmare on the Mournland Express features: An example lightning rail to explore. Updated 5th edition rules for running all sorts of encounters on the lightning rail. A bestiary appendix containing 9 stat blocks, including dragonmarked NPCs and nightmarish monsters! Enough material to run an alternate scenario: a train heist!

Cover of An Introduction to D&D -- The Wealthy Merchant
An Introduction to D&D -- The Wealthy Merchant
5th Edition
Level 0
8 pages
0

This campaign was created as a response to comments from some friends of mine. Though they were avid board game players, they didn’t want to try D&D because it seemed like too much of a time commitment with too many rules to learn before getting started. This campaign uses stripped down characters and a simple campaign, and was made to give them a chance to try it for half an hour on a regular board games night. I’m putting it online in the hopes that other people can do the same with it and expand the community. Inspired by /u/plaintreality of Reddit.

Cover of Thralls of Zuggtmoy
Thralls of Zuggtmoy
5th Edition
Levels 5–7
38 pages
0

In the Anauroch desert, darkness is growing. The followers of the Vile Spore Goddess Zuggtmoy have stolen the dreams of the Bedine Seeress Deja, trapping them in an eldritch artifact. Unless her dreams are returned, the Seeress will descend into madness, and her people along with her.

Cover of DDAL09-01 Escape From Elturgard
DDAL09-01 Escape From Elturgard
5th Edition
Levels 1–2
35 pages
0

Damnation! The Companion that once stood as a beacon of hope and goodness above the city of Elturel has been extinguished and the entire city—along with its denizens—have been drawn into Avernus, the first layer of the Nine Hells! While those fortunate enough to have been outside of the city’s walls during its departure have been spared that fate, but they’re not yet out of danger! The refugees formed a caravan bound for the nearby city of Baldur’s Gate. Can you keep them safe from devils, bandits, and one another until they reach safety? Four One-Hour Mini-Adventures for 1st to 2nd Characters. Optimized for APL 1.

Cover of Campfire Tales: In-Between Encounters
Campfire Tales: In-Between Encounters
5th Edition
Levels 1–20
44 pages
0

Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.

Cover of And Then There Were None
And Then There Were None
5th Edition
Levels 1–3
17 pages
0

Emhin manor stands forlorn in its ruined gardens. The Emhin family dissapeared one night, many years ago. Now its up to you to brave the mansions dark chambers, and uncover a horrifying family secret... 'And then there were none' is a one shot Horror adventure, lasting about 3 to 4 hours. The PCs explore the abandoned Emhin manor, trying to unearth what horrible events happened to the Emhin family on a dark night many years past. Designed for a party of four to six 2nd level characters, or a party of four 3rd level characters, it provides rules to tailor encounters depending on level and party. The adventure contains three unique monsters to challenge and terrify the PCs. Setting neutral, it can be added to an ongoing campaign, or be the start of a longer running adventure. Warning: this adventure contains undead monsters, hauntings and visions of murder and torture.

Cover of A Fey's Evil
A Fey's Evil
5th Edition
Level 4
19 pages
0

The heroes hurry to reclaim a treasured item that an evil hag has hidden away. The item they seek is well guarded by dangerous foes bent on destroying any that dare enter their domain. Estimated play time - 1 hour. This product contains two combat encounters designed for 4th level PCs, an extensive backstory, new monsters and new magic items. The encounters are easily adapted to almost any campaign setting. The text also includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the second of a three-part "Fey's Bargain" encounter series.

Cover of The Ring of Truth
The Ring of Truth
5th Edition
Level 2
19 pages
0

All the PCs did was help a dwarf recover his magic ring. So how did they end up in the middle of a tragic love triangle? The Ring of Truth is a short adventure for 2nd level PCs. Includes a 5th edition version of the necrophidius, a classic monster from the 3rd edition Fiend Folio.

Cover of The Cult & The Tribe
The Cult & The Tribe
5th Edition
Level 7
29 pages
0

The Cult & the Tribe Lizards and Goblins and Demons, Oh My! DUNGEON MODULE T1: THE CULT & THE TRIBE Goblins weilding magical blue fire are attacking the peaceful lizardfolk in the swamps near Timbertown. They've come to the humans for help, and Baron Ferrand needs heroes to head into the swamp and find out what's happening. As if that wasn't enough, demons are roaming the countryside, summoned by cultists of the Fraternity of Tharos, one of whom is secretly an important person in the town. Can you help the lizardfolk and keep the town safe?

The Plague of Pentapolis
5th Edition
Low Level
341 pages
0

Welcome to Pentapolis, where a wondrous tale of urban adventure is about to unfold. Our story begins with a terrible plague taking hold of the city. The streets are filled with death, the people in confusion, and nothing seems to be helping. Characters are called to aid the city but what starts as a simple mission becomes one that will entangle the characters in a bitter conflict between law, religion, the shady underworld, and ancient powers thought to have been destroyed. The Plague of Pentapolis is a Dungeons & Dragons adventure designed for four to five (though one or two more is ok) characters starting at 1st level. By the end of the story, the characters should be at least 17th level. Additional and earlier levels may be gained by those who are bold enough to seek them.

Cover of Icewind Curses: Hunger
Icewind Curses: Hunger
5th Edition
Levels 1–4
22 pages
0

When a harsh winter turns uneasy neighbors into bitter rivals, or worse, Granny Grimsicle sees an opportunity to spread her unique brand of horror in Hrokstead. Short on food themselves and exhausted from their adventures, our heroes arrive in the frontier settlement to find that something is very wrong. Can they get to the bottom of the threat, and make it out alive? This title stands as a one-shot, but also plants seeds for the ongoing Hags of Hoarfrost anthology. It works great as a supplement to Icewind Dale: Rime of the Frostmaiden, or placed into your own homebrew setting, or run as a standalone adventure. This module includes a detailed battle map and a monster token for use on Virtual Tabletops, and player handouts presented as standalone images for easy distribution to your online players.

Cover of The Discarded Gem
The Discarded Gem
5th Edition
Levels 1–4
19 pages
0

The Kingdom of Halruaa’s past is a mystery. The disappearance of the entire kingdom during the Spellplague and its subsequent return has always been looked upon as feat of magic that will never be replicated and Halruaa’s Council of Elders has dedicated itself to ensuring that this magic remains hidden. rumors are starting to surface that someone may have found a way to duplicate the feat and this has made faction leaders throughout Toril nervous, especially when recent communications with Faction agents in the area have grown silent. What can be discovered in the Kingdom of Halruua? Are the rumors true or is there something else entirely happening? The Discarded Gem is a 3 to 4-hour adventure for characters level 1 - 4.