Spring in the city of Waterdeep is a spectacular time of year. The crowds are gathering for the annual races celebrating the Plowing and Running festival. Behind the scenes, an unknown conspirator works to disrupt the day's festivities. One of the racers has disappeared under mysterious circumstances and threatens to turn the joyous occasion into a scene of chaos. Those organizing the event are looking for brave and discreet volunteers to locate the missing racer and find out who is behind the plot to disrupt the event. Can the adventurers solve the mystery before it's too late? This adventure includes: * A kidnapping mystery with several clues leading to different ways for the characters to solve it. * Mechanics for players to participate in a race at the holiday event. * Two optional bonus objectives, including one that has the players exploring the city of Waterdeep and another that allows characters and players to explore their creative sides.
There is little time to celebrate the victory at the Well of Dragons. The Lord’s Alliance believes the Cult of the Dragon has a stronghold in Calimport, the home of vanquished cult leader Severin Silrajin. To find the secret stronghold, the heroes must explore the Palace of the Red Pasha in the city’s Wizard’s Ward. Can they unravel the cult’s next insidious plot? This is a Dungeons and Dragons adventure for characters of Level 16, springboarding from the events in The Rise of Tiamat in the Tyranny of Dragons storyline, although it can also be played as a stand-alone adventure.
"An ancient curse has fallen over the righteous Kelemvor's Dead House! Among the infested corpses, a mystery awaits to be solved." Flowers in the Dead House is a 3-4 hour urban adventure for 1st-4th level characters. Adventure features: - A mystery-centered urban adventure. - A setting-neutral proposal, with guidance to play it in Baldur’s Gate or Waterdeep - Scaling guidelines for Average Party Level (APL) - A new item (Kelemvor’s gas mask) - A new creature (Primordial vengeful spirit) - Digital maps for each area with a printer friendly version
Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter. Hired for their expertise, the adventurers have joined the pursuit. A Two-Hour Adventure for 1st-4th Level Characters Wretches is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017
The coastal village of Caer Garrion has mysteriously depopulated, and the only survivior, a lone prisoner in the local jail, has gone mad. What does this village's sinister fate portend for the Moonshae Isles?
Omens speak of an old and forgotten power located within a played-out diamond mine in the foothills of Thar, and some believe that might be a solution to the current problems facing Melvaunt—or possibly the cause of them. With danger closing in, someone has to investigate. The adventures converse with a drunken gnome, from a previous installment, and decent the gnome's diamond to rescue his kidnapped family and confront the cultists of Cyric. Part Two of the Misaligned Trilogy
In ruins since the eruption of Mt. Hotenow, Thundertree is finally being rebuilt. The Lords’ Alliance is particularly interested in restarting a lucrative logging trade, but the bureaucratic wood-elf ambassador of Neverwinter Wood isn’t convinced. A mission to check on construction at New Thundertree and help with diplomacy quickly turns into an exciting dungeon delve as the entrance to an ancient temple is discovered! Can your party survive long enough to learn the mystical secrets of Thundertree’s past and claim its riches? Includes maps and a new magic item! The Lost Temple of New Thundertree one-shot is designed for 5th-7th level characters. This thrilling adventure is well-suited for parties who have completed Lost Mine of Phandelver or are roaming the Sword Coast region (ie: Neverwinter, Phandalin, Helm's Hold, Port Llast, Triboar, etc.) as part of Dragon of Icespire Peak or Storm King’s Thunder, but these campaigns are certainly not required. Though it takes place in Thundertree, the adventure can easily be moved to other settings. Content warning: undead; water hazards; tentacles
When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128
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. An Adventurer's League Four-Hour Adventure for 5th-10th Level Characters.
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?
As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of the planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of the portal’s power, heroes are asked to keep the peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure set in Melvaunt. The characters investigate six groups/individuals to work out their real purposes in Melvaunt.
The citizens of Phent, which is a large town in Thesk, are a proud, yet warm and accepting folk. For the past nine years, they have been host to over six hundred orcs, which is certainly an anomaly in the average Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand orcs to aid in the fight against the westward-sweeping Tuigan hordes. The orcs fought well—well enough that the citizens of Thesk welcomed them as citizens when Zhentil Keep abandoned them in this land in 1363 DR. Still, a current of unsettling concern lingers. Some believe that the orcs are still part of Zhentil Keep’s strike force, but that they went on standby to wait for the moment when their masters give the signal. Once allowed, these orcs may launch a crippling attack from within. However, in nine years, no signal has been given—at least none that any of the paranoid folk have noticed. The orcs are enthusiastic citizens and, apart from some rowdiness during breaks from the mines or fields, they have hurt no one. And then, a prophet comes, with a message of war . . . In A Call to Arms, the player characters (PCs) have a chance to prevent orcs from rising up against some humans. This adventure is designed for four 9th-level D&D® characters. The encounters can be adjusted up or down to suit your group’s needs, however.
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.
Desperately needed supplies have failed to arrive at the suffering frontier settlement of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll of Stonebottom bridge. The townsfolk are in desperate need of heroes to reclaim their supplies or the town won't survive the encroaching winter! A 2-4 hour adventure for four to six players of 1st or 2nd level characters
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Continued in Durlag's Tomb.
The village of Longbarrow faces a dire threat. Dozens of devils besiege the village to relieve the inhabitants of their souls. It is up to the heroes to put an end to the machinations of Igach, a sly devil in services of Azaketh. Seek out the source of the devil incursion, and deliver the helpless villagers! Igach's Reign of Terror is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. The adventure is the first of two chapters about the events surrounding Logrimm's Tower. The, yet to be released, second chapter deals with Logrimm's Tower itself and the characters' struggle to reach the top. With only minor adjustments, Igach's Reign of Terror can also serve as a 4 to 8 hour long one-shot adventure independent from Chapter 2.
SEER has been rescued along with Ulcaster, the infamous Archmage that founded a wizard's school that is now in ruins in the foot hills of the Cloud Peaks. However, while leaving to get the two to safety a cloud ship arrived, unloading a shipload of pirates on the ruins. SEER knows what the are after and needs the heroes to stop them and their leader.
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
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? A D&D Adventurers League four-hour adventure for 1st-4th level characters.
Have You No Heart? is a standalone adventure set in the peculiar village of Basht. Olivia Alfera calls the party back to Basht to help Robin Goodman reunite a girl with her father. A Four-Hour Adventure for Tier 2 characters, Optimized for APL 8. Featuring a new domain: Nepenthe, a domain of forgetting. Content Warnings: Grief, Loss of a Relative, Memory Loss Have You No Heart will debut at U-Con in October 2022 (http://www.ucon-gaming.org/) The story continues shortly after The Party that Split. It continues the tale that started with The Goat Mayor, but each episode can be played on their own. 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 The Party that Split (by Daniel Chapman) takes place before Have You No Heart, and sets up the events that lead to Robin Goodman's current situation. 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. 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