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.
𝐏𝐚𝐫𝐭 𝟒 of the Tower of Bondage “The Middle Tower” introduces Olive Slime and Slime Creatures from notable 1e AD&D fame as well as another of Aumvor’s tortured servants. In this adventure you will go deeper into the tower and find: ● 26 encounters ● More enslaved wraiths ● More traps ● More slime ● More phylacteries ● More danger Discover the Undying One’s library and find tools needed to defeat him, if your players are to escape the tower alive. This release also includes a side view of the tower to better understand the layout of the dungeons. 𝐀𝐥𝐬𝐨, 𝐟𝐨𝐫 𝐭𝐡𝐨𝐬𝐞 𝐰𝐡𝐨 𝐮𝐬𝐞 𝐑𝐨𝐥𝐥𝟐𝟎, 𝐜𝐨𝐦𝐢𝐧𝐠 𝐬𝐨𝐨𝐧: Roll20 Map Pack for Roll20, featuring plain maps for players, without the secret doors and other goodies marked. Coming very SOON. Look for it on DM’s Guild.
While traveling along the Trade Way, the characters see a small hut on the side of the road, and a spiked barricade erected in the middle of the road. Two men with cudgels in their hands stand on either side of the road. These two brigands proclaim to be members of the Waterdeep City Watch, but any Waterdhavian with half a brain knows this to be a lie. The truth is that these are common highwaymen trying to fleece travelers and merchants with a phony road toll. In this simple encounter, the characters can employ whatever inventive tactics they want to pass the brigands. They may simply pay the toll, they may try to intimidate the bandits or appeal to their better nature by making a Charisma check, or they might resort to violence. Or, they may attempt something else entirely! Encourage creativity.
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
The hamlet of Thistle has a problem. The river they depend on for trade and food was recently poisoned with a tide of filth, and a goblin named Belig has claimed responsibility. If the people of Thistle don’t pay a ransom, Belig has promised them much worse will come with the next poison tide. A Forgotten Realms adventure for 1st-level characters.
The young heroes are invited to Massie Littlefoot’s birthday party before she departs for wizarding school in Waterdeep. At the height of the party, Clonker, an ogre known to live nearby, steals Massie’s cake! The heroes must brave the forest and get Massie’s cake back before everyone goes home. This introductory adventure is designed for level 1-2 characters. What Is This Project? An Ogre and His Cake is an introductory 5th edition Dungeons & Dragons adventure built for and tested by kids. It is every parent or guardian's dream to share their passions with the young ones they love. We hope Clonker, the lovable ogre, opens these doors for you. We also want to support children and families who are unable embark on every adventure. All of our creator royalties (50% of what you pay, with the other 50% supporting the upkeep of the Dungeon Masters Guild and Wizards of the Coast) will be donated directly to Extra Life, a non-profit organization focused on supporting children's hospitals through communal gaming events.
Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga
When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.
A small adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I or II characters. A small urban adventure set in Waterdeep with various hooks to extend beyond this adventure. A character needs to repay the debts he accumulated in life, but now his family isn’t so keen to just let someone take what they are owed. This family may have more sinister secrets that they wish to keep hidden.
An offer of exploration and adventure leads to a chilling underground dungeon. A mystical object is being asked to be retrieved by the local Wizard. This is the second adventure in a miniseries with the following adventures being: A Chance Encounter An Urgent Rescue A Dark Veil Falls
Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!
A cleric has tirelessly tended to the medical needs of his fellow villagers for decades. There have been occasional cases of madness among his charges over the years, enough to cause rumors, but now there is an outbreak, including people known for years to be quite sane. Can you discover the source of these terrible troubles and return the village to normal life?
A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.
Charasta, an old white dragon, has not reached her age by being unprepared or foolish she is, in fact, much more intelligent than most white dragons. Her lair is well defended and tailor-made to help her defend herself. Not only that, but when she leaves the caves to hunt she’s taken to using change self to disguise her exact color. This wily white makes a perfect foe for your party adventuring in the North of Faerûn or in almost any other campaign setting as well.
The Eye of the Storm is a tower storming adventure for parties of 3 to 7 adventurers from 8th to 12th level. It takes around 6 hours to play and is designed to fit into any campaign that needs a wizard in tower. In this adventure the party are tasked with stopping the storm obsessed wizard, Atonitus, from completing his ritual to become a living storm. Atonitus' ritual is causing dangerous elemental storms in the area surrounding his tower, causing death and destruction in nearby settlements. A pair of Cyclopes, Pameen and Mezrah, have been tricked into doing his bidding too. The siblings have been raiding passing caravans, local settlements, and travellers for all the metal they can carry. Featuring a maze of interconnected rooms, puzzles, a rather annoyed Yugoloth, and the new Ice Para-Elemental monster, this adventure is perfect if you want a dungeon crawl or something a little more social.
An old elf has wandered into the city from the jungle--prattling on about his long-lost daughter to anyone whose ear he can bend. Though most in Port Nyanzaru dismiss him as mad, he speaks the truth. Can you find and save his daughter?
The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th level characters.
This quest takes the player characters through a harrowing journey of dangerous adversity! The characters are informed that some unknown adversary has disrupted an ancient tree called Wise Willow. This sends them first on a subterranean excursion into ancient tunnels infested with curiously ravenous Thri-Kreen! Then, they are introduced more formally with Wise Willow, who requires their services to cure her terrible plague! The players must then navigate the wild maze of her surface roots, purge it of grotesque creatures, and then find the cause of her ailment. Doing so excites the interest of the deities, Lathander and Sylvanus, who descend from the heavens in a glorious show of light and mysticism! The two divine beings then graciously bestow their gifts upon the party to reward their deeds. The player characters embark on a perilous journey that will test their resourcefulness and wits in a building arc of intensity. The environments are deeply detailed by the boxed text and should provide you and your characters a sturdy foundation for your creativity to launch from. There is a compelling story full of lamentations as well as laughs. The robust exposition sets up hours of challenging, combat-heavy “dungeon delving” throughout the quest. The aim is to maintain a versatile balance between “hack-and-slash” and “immersive storytelling” play styles, so that everyone can enjoy it in their own way. The numerous optional components allow you to scale the difficulty to your liking, and there is plenty of space for you to use your own creativity to enhance the content. Guts, Gods & Glory is a Dungeons & Dragons module using the 5e rules. It is designed to be played by three to six players of sixth to eighth level. It takes place in the Sword Coast setting of the Forgotten Realms, specifically the Elturgard region. Changes can be made to make it playable in a nondescript setting.
A mysterious package, a forgotten guild, a lost heir, and an undergoing conspiracy. Unfold Neverwinter’s dark past in this urban-intrigue D&D 5th edition adventure. The characters are called to guard a mysterious package that arrives the city at night. A well-planned robbery and the fact that this package was ordered by Lord Dagult Neverember himself alerts them that, this is not going to be an ordinary task!
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