The Case of the Kidnapped Cartographer A dear friend of the party has gone missing; Boddyknock the gnome cartographer, supplier of maps and charting equipment. Can the party solve the mystery of his disappearance? Do they have the bravery to delve deep to recover their lost ally? What horrors will they uncover in the cavernous expanse beneath their feet?
After a drow girl goes missing, characters must delve into the depths of the Underdark to bring her back. As they journey through the dark, characters discover not all monsters are monstrous and webs are capable of restraining all manner of creatures; in fact, they can capture magic itself.
Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
The Party that Split is a standalone adventure set in the peculiar village of Basht. This quiet town keeps having problems that only adventurers can solve. The village's children have gone missing from a birthday party, the only thing that was left behind was a note saying "Your move, Adventurers -- MS." Has the mysterious stranger struck again? Where did the children go, and will you be able to return them? A Four-Hour Adventure for Tier 1 characters, Optimized for APL 3. Seed used: Party Time! Content Warnings: Children in Peril, kidnapping The Party that Split originally debuted at U-Con on November 2021 (http://www.ucon-gaming.org/) The story continues where The Goat Mayor and Straw Bears leave off, a year later. Many of the things that adventurers in past adventurers have done in previous adventures have an affect on this adventure, and the events in this will affect adventures in the future. The village of Basht is a little Grimm's Fairy Tale village that was used for several CCCs and DungeonCrafts U-Con. I hope that your players enjoy the whimsy and dark undercurrents as much as mine have, and I would love it if you share your experiences in Basht with me! I've included VTT-friendly maps and handouts in separate files to help with running your games virtually because we can't let a simple thing like physical distance prevent us from sharing our stories. I also have a printer friendly version included for those that prefer their works to be printed on the flesh of dead trees. Please see other adventures written for U-Con: The Goat Mayor (by me, Daniel Chapman) is the first introduction to Basht and it's peculiar traditions The Straw Bears (by me, Daniel Chapman) takes place just a few tendays later, describing the strange annual tradition of the procession of Straw Bears Blood and Fog (by Alan Patrick) was the first CCC written for U-Con and the first mention of the Blood Lord. Rescue Down Under (by Alex Lown) continues the story of Basht and revisits the friendly tinkerer Yul Khahan. The story will continue in Have You No Heart? If you see any errors or have any suggestions, or just wish to retell the tale of how your group went through the story, feel free to contact the author at: http://hoshisabi.com
Ten years ago, the local hunting lodge was shuttered after a series of tragic accidents. Now, a local lord has hired the adventurers to investigate the site. The catch: a medusa has been running an exotic creature smuggling ring out of the abandoned lodge—and was involved with the past tragedy. Pgs. 147-155
A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. 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, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
A 3-4 hour adventure for 1st tier characters, which can be run as a 1-shot or as the beginning of a new campaign set in the Feywild. For tens of millennia, battles have raged across the Feywild, as the powerful and prideful archfey fought to divide the realms among themselves. Eventually the boundaries settled into four major territories: Summer, Autumn, Winter and Spring. These domains, and the smaller pockets of unclaimed territory between, came to be known as the Land of the Four Courts. The bitter rivalries between Winter and Summer and between Autumn and Spring never truly subsided, but for the past fifteen hundred years, an era of relative peace has persevered. Even so, peace is a fragile thing, and in the everchanging landscape of the Feywild it is all too easily broken.
Do you want your players to feel like they are in a zombie movie, struggling against a deadly horde that tries to surround them, overpower them, and bear them down to the ground to be devoured? This is an adventure that can threaten even the stoutest of characters, and is not recommended for parties of levels 12 or below unless they are larger than normal. This module is designed to take 4-8 hours of play and cover a single day, depending on the party’s speed of play and how thoroughly they decide to explore. It includes suggestions and some plot hooks that can be used to tie this easily into a variety of long-running campaigns, or it can be run as an indepdent adventure. The players will come upon a sacked town, figure out what happened, track an item whose theft has ominious implications for the region, and explore a partly-flooded old temple to end the threat. It's primarily combat-focused, but there are a few areas where exploration and route choice makes a difference, as well as traps if the party goes for the optional temple treasury. The antagonists in this module are mostly ghasts and ghouls, but the module title and cover page are deliberately selected to not spoil this. These are greater ghouls and ghasts that can challenge higher-level characters, backed up by mobs of lesser ghouls that can surround, paralyze, and devour the weak and unlucky, led by a Warlord whose aura can drive even the stout-hearted into forgetting their plans in a moment of madness.
Rumors have been spreading in small towns and hamlets, regions isolated in the far reaches of the wilderness and cut off from major cities and trade routes. Rumors of strangeness in the forest, where the animals suddenly watch with intelligent eyes while the sound of a crone’s laughter pierces the veil of night. Rumors of young men and women disappearing without a trace in the wilderness. Rumors of a cottage that walks on enormous chicken legs. Rumors of Baba Yaga. Those rumors turn out to be true and the Dancing Hut of Baba Yaga has come once again to haunt, confuse, befuddle, and terrorize the far corners of the land. The Grandmother of Witches cackles in her flying mortar as she sails over the trees, a shadow in the darkness, but what does she want? Why has she come? And what strangeness awaits in her fantastic hut on dancing chicken legs? Brave heroes are needed to head out and find the answers to these questions and more! Welcome to the Dancing Hut of Baba Yaga, an adventure unlike any other. Baba Yaga, the Grandmother of Witches, has come to town, and her dangerous and mysterious Dancing Hut beckons adventurers to brave its wondrous depths. Open the doors, unlock the puzzles, and meet the famed witch, her adopted daughters, and a host of other strange characters. This module presents the Dancing Hut and its most famous owner, Baba Yaga, as an adventure site worthy of high-level exploration. You can use the module in many different ways, and the Adventures in the Hut section provides ways to entice characters to seek out Baba Yaga. In general, the adventure environments presented are designed to challenge a party of characters levels 11-16, but with some adjusting and focus on non-combat solutions, a party of lower-level characters could also explore the Dancing Hut.
"A glitzy Wildspace gala on a glamorous pleasure cruise, a dozen priceless relics, and one chance to steal it all. Are you in, or out?" An Audacious Four-Hour Heist for Tier 2 Characters. Optimized for APL 8. Content Warning: Alcohol, Fantasy Violence, Gambling, Tobacco Use Get your disguise kits and thieves’ tools ready, as ENNIE Award winning author Jason Koh and ENNIE nominee Darryl Ho reunite to mastermind a space caper so good it’s criminal! The Huangfu hold the final key to the Monad’s millennium-old mystery, and YOU have ONE chance to steal it. Can you pull it off? Episode 9 of Ad Astra. This lovingly crafted homage to Hong Kong action cinema and Chinese fantasy fiction is designed to be played using Theater of the Mind, and supplemented by tasteful handouts in art deco style. Depending on the characters and their decisions, multiple endings are possible. Ad Astra is a series of loosely connected Spelljammer adventures for D&D Adventurers League. Traverse the stars in an ancient, arcane locomotive, and experience fresh takes on the spacefaring genre written and produced by bestselling Dungeon Masters Guild authors and international talents from the Dungeon Designers Discord community. Uncover the secrets of the Monad, explore unique and unconventional worlds, and unravel a mystery that spans a millennium! This product includes: - a 106-page adventure with multiple endings and ways to play - custom handouts to help get your players prepped for the perfect heist - appendices full of helpful tips and advice to get the most out of this adventure - custom images for selected NPCs - standard and printer-friendly PDFs
In an enchanted forest glade you come across two goddesses locked in a fierce debate. The muse of art and the muse of history want you to help them settle their quarrell once and for all, and they're not taking no for an answer. This is a single forest encounter.
The Heartland Scouts – brave defenders of the Coast Way – have been captured! What their captors haven’t counted on is the adventurers’ feisty animal companions. Left behind, they are nevertheless bound to spell trouble! In this entirely unique adventure, players take on the roles of trusty animal companions and familiars on a quest to rescue their adventurer masters. Surely leaving behind a druid’s harmless badger friend is no threat to one of the great evil powers of the world – or is it? Rescue: A Familiar Tale features a story and challenges designed especially for the animal companions. Players choose and customize their animal companion from over 20 options, with illustrated character sheets included for each one. This adventure does not require existing player characters and can be enjoyed by players of any experience level with the game. While it makes for a perfect “something different” one shot, Rescue can also serve as a session zero for any new campaign and includes guidelines for a fun and surprising way to create inspired new characters at the adventure’s end!
A tribe of goblins are raiding travelers on the Long Road, and our heroes decide to help. After a dangerous overland journey, they enter a mysterious abandoned temple where they encounter terrifying monsters, deadly traps, dark magic and a shocking secret. Will they survive the Temple of the Nightbringers? This adventure contains 14 encounters and includes a mixture of combat, roleplaying, puzzles and traps.
"The Tree Prince“ is a short adventure. The adventurers will meet a fae leader for whom they will fulfill a task.
This heist adventure that takes place almost entirely at Fort Bones. It is split into five scenes: Karrnathi Opening. The characters meet Vedim ir’Durna, a noble from the region who is willing to help the player characters infiltrate the Fort. Guild Handler Lhara introduces their prize: a necromantic artifact called the Queen of Night, tied to the plane of Mabar. Valenar Gambit. Whether by wit or stealth, the characters find their way inside the walls of Fort Bones. They might use the incoming Valenar attack as a distraction, find a secret entrance, or plant themselves on a visiting dignitary’s staff. Castling. Safely inside, the characters must figure out when the artifact is unguarded, and find their way into the castle’s inner sanctum. Check. The characters must navigate their way past a magical vault door, then descend into the crypts. The Queen of Night is guarded by a terrifying construct. Endgame. With the artifact in their hands, will the characters be able to escape with their lives?
This 80-page supplement contains 38 encounters written by many of the Dungeon Masters Guild’s best-selling writers. Encounters in the Savage Jungles includes 23 encounters / mini-adventures of various difficulty that can be used while the adventuring party braves the uncharted and savage jungles. It also includes 15 Quick Encounters, and additional resources. Although inspired by the Tomb of Annihilation, these encounters can be used with any official D&D campaign, or in your own home campaign. Many could even be used in forest, wilderness, or swamp settings. These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.
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.
A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. Rumors of a means to access the Plane of Mirrors has spurred the Society of Sensations to request the characters enter the demi-plane and record the sensations and experiences within.