Launching the Unlock the Vault-series, this first installment sees the party search the royal crypt in the ruins of Wellsing for the fabled Shield of Ralfour - An artifact that, initially unknown to the party, also acts as one of the eight keys to break the seal on Aizendore's Vault of Tragic Treasure.
The Heroes are relaxing in an inn when they hear a scream, rushing outside they find that a local merchant has been kidnapped! The merchant's wife saw the assailants drag him into an alley, where the heroes give chase. Following the villains through a maze of natural fissures, tunnels, and ancient ruins they encounter a number of monsters, traps, and puzzles. Eventually they make their way to the kidnappers hideout, where they confront the kidnappers in a final climatic battle to rescue the merchant and uncover a criminal gang.
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.
The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.
Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure
In this adventure for the Eberron Campaign Setting a group of adventurers travels to the well known but seldom explored thorp of First Tower, 27 miles north of Sharn, the City of Towers. The adventurers must solve a terrible event that happens on the House Orien lightning rail, but then will have some time to relax and have fun in the many events and fun things that happen in the festive town of First tower. In the third act, the adventurers must find a way to fight or negotiate with an orc tribe that claims a section of the land as theirs.
Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game! Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure. Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy. Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer. Includes: Frozen Sick: https://www.adventurelookup.com/adventures/frozen-sick Unwelcome Spirits: https://www.adventurelookup.com/adventures/unwelcome-spirits Tide of Retribution: https://www.adventurelookup.com/adventures/tide-of-retribution Dangerous Designs: https://www.adventurelookup.com/adventures/dangerous-designs
The PCs are hired by the Black Gold Consortium to track down passengers of the Wasp, a ship which has wrecked somewhere in the Vast Swamp. One passenger in particular interests the consortium more than any other: a woman named Sandalia. Sandalia is known by every citizen of Cherrian’s Rest as the most beautiful woman in the city, she was recently hired to train as a diplomat for the powerful Black Gold Consortium. Now Sandalia has gone missing and the consortium wants her back. What starts out as a simple rescue mission suddenly takes a turn for the worst when a love struck wild thing leads the PCs on an all out chase through the swamp. The would-be rescuers travel through haunted bogs and fields of fire to a final confrontation which may just be the oddest conclusion anyone has ever experienced. Also included in ""Wild Thing"": Choice of 3 vessels with special swamp navigation rules New swamp bugs and diseases Environmental/Meteorlogical/Bestial Randomization chart for swamp travel 1 new Monster: the Bog Troll! 2 new Magical Items! 7 new Traps! A new city: Cherrian's Rest and the powerful Black Gold Consortium which runs the region with financial influence Multiple ways to complete the primary quest
In the fourth installment of the Into the Underdark adventure series, characters come face to face with the heretofor unseen puppet master behind most of the strife and chaos in the Shadowed Hallows, Gyldrith the Chosen, a dreaded deep dragon! Includes: Three all new maps of Gyldrith's lair, and those of her minions Two all new monsters, the Ancient Deep Dragon and her Warlock of the Deep Dragon A new player option, the Deep Dragon patron for the Warlock Class. Unnumbered maps suitable for use in your favorite VTT Continues the story from Into the Underdark Part 1 - The Descent with areas and NPCs from The Shadowed Hollows Gazetteer
Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...
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.
This is an adventure for a party of level 4-6 designed to showcase a number of newly created Oozes in the Beyond the Black Pudding compendium. The party is brought in to help figure out what to do about a giant ooze that is threatening to engulf a small town. They discover that it is being called by a magical beacon somewhere nearby, and by following a small ooze they are able to find where the signal is coming from. It turns out to have been set off by The Visionary, an intelligent Vitreous Humor (a kind of ooze beholder) with dreams of power who discovered it in an ancient temple to Juiblex. Unfortunately, having turned it on, The Visionary had no idea how to turn it off again and is now barricaded in the depths of the temple, assaulted by oozes on all sides.
The village of Gyles has been taken over by Ajax's forces, but after weeks of occupation, the War Dogs are becoming impatient with its newly appointed ruler. They weren’t made for watching over a bunch of villagers, they were made for action! The heroes arrive, seeing the devastation these monsters have caused and lives they’ve ruined, and realize they can offer them just what they need. Will they turn their Ground Commander against his master, or will they stand and fight them all, against impossible odds?
Wicked forces conspire to usurp the power of the Raven Queen, god of death, by unraveling the foundations of reality. To prevent this cosmic coup, mighty heroes must survive an epic journey into the Shadowfell's timeless core, where all things find their end. The beginning of the end of the original 4th edition adventure path (although ties are very light to the heroic and elite tier adventures). The PCs must first prove themselves worthy to act as the Raven Queen's agents. They will then be sent to Death's Reach, a graveyard and dumping ground from the Dawn's War. There, they must fight through the Black Star Host- powerful elemental beings, to prevent Orcus was resurrecting a primordial, Timesus the Black Star. One notable encounter is a random encounter with the Worm of Ages. This huge worm has the ability to swallow and rules for moving creatures from its maw to its throat, gullet, and into the stomach.
A short Adventure that can be used as a standa alone adventure as well as be plugged into a larger campaign for Tier II characters. The Mere of Dead Men is a dangerous place where no one is safe, Orcs have been seen taking prisoners and Lizardfolk have been forced out of their home taking refuge in an old castle. They need help to get out and rescue some that have been taken prisoner at the Mornhaven Towers. Help theLizardfolk gather and prepare for an exit while also protecting them from the harm that dwells in the swamp. The adventure comes with the following: - Full PDF adventure file. - 12 Parchment style DM and Player maps ready for VTT use. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
Explore a cult-ridden village in this adventure for 2nd-level characters set in the world’s greatest roleplaying game! Syra Fallbrook, a talented blacksmith, is due to be executed. Her only crime was trying to prevent the Cult of the Engine from taking and sacrificing her daughter, Ariadne, in a dark ritual beneath the town. The party find Bleakwash a closed off and inhospitable town, with zealous cultists and downtrodden citizens so tightly entwined that nobody trusts anybody else, and nobody can be trusted. Eventually, the quest takes them to the dungeon beneath the town, a dank, sodden crypt where the cult’s enigmatic leader seeks to awaken The Engine Of Salvation. This second-level adventure is perfect for new DMs and players alike. Visit the grim portside town of Bleakwash, save Syra and her daughter, investigate a dark cult, and do battle in the salt-crusted catacombs! Included in this adventure: A quest to clear a town of corrupting influence. An open-ended investigation in a full town map. Broken, sea-washed catacombs. 5 random encounters to support you during travel. Approx. 4 hours of fun. A gripping adventure for 2nd-level players. Visit the grim shores of Bleakwash for a holiday you'll never forget!
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.” Hoist your sails, pull up anchor, and set a course for adventure!
For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.