A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
"Blood Money" is a caper adventure in which the adventurers work outside the law to pull off a major robbery. Good planning is essential, and the characters need to stay cool under pressure.
Caravan of Peril takes place on the unprotected roads and trails of the wilderness between cities. Merchants, pilgrims, and wanderers have long banded together in wagon caravans for safety when setting off into the wild -- yet a caravan is only as safe as its hired guards. There's plenty of coin to be had on the road for those with a swords (or spell book), a steady will, and a taste for adventure. This adventure begins assuming the characters have all signed on as caravan guards. Their motivation may be money, wanderlust, or a hasty need to get out of town. Whatever the case, payment is 25gp each, paid upon safe arrival in the next city. Along the way, the characters will brave the dangers of the wilds, make some unusual acquaintances, and be ambushed by crafty goblins.
The Loi’Tok burial mound of the Vikmordere was abandoned long ago. The party is hired by the mayor of the local town to locate some soldiers who went missing after entering Loi’Tok. Strangely enough no sign of the soldiers can be found within the burial site aside from a few scattered weapons and pools of blood. Before the party has time to investigate, Vikmordere barbarians show up searching for a group of their own missing kinsmen. Will the two groups blame each other or join forces to solve the mystery surrounding the recent disappearances?
A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!
Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time. If you are looking to start a new campaign or just experience familiar locations in a new setting, this supplement accommodates. Inside you'll find: Maps: Nine encounter maps Cragmaw Castle rebuilt, including the upper floor, and underground level. Wave Echo Cave before it was tunneled. A very different looking Redbrant Hideout Ruins of a town similar to Phandalin A swamp and muck version of Cragmaw Hideout Plus new magic items, and more Monsters: 37 new creatures Lore Information on a shadowy Yuan-ti empire A new offshoot of the abyssal demonhive A cult using the stoic ways of stone to evade the Raven Queen's watchful eye and pilfering ways. New players vying for control of the Shadowfell Shadowfell Guide: Information on the plane, its inhabitants, and included with this supplement is the best selling Shadowfell Random Encounters appendix. Easter Eggs Hidden throughout the story are references to Lost Mine of Phandelver. Including references to other hard cover books as well.
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
A terrible and unnatural fear has come over the people of Waterdeep. In a matter of weeks, dozens of people are missing, and more disappear each night. Rumors tell of curses, phantasms, demons, and possession. In truth, these are the victims of tiny parasitic brain maggots unleashed by the illithid dragon called Brainstealer. The fate of its victims fall on your shoulders, as you discover his lair and prepare to raid it.
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. Mind Flayers are working to escape justice in Sigil, and so the Mercykillers have asked the characters to step in and kill them.
The characters arrive in Thaliost, a city rife with unresolved tensions from the Last War. Through danger and discovery, the party will discover that the Lammanian artifact they were sent to escort back to Sharn has been stolen. They’ll have to track down the thief, who jumps onto the Five Nations Express, House Orien’s flagship lightning rail service, in a bid to escape to the Eldeen Reaches and open a gate to apocalypse.
The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.
The Forge of Fangs has been located in Vanrakdoom. While many innocents have been saved from an undying fate, the forge remains. Artor Morlin would like to see it torn to the ground and the threat ended forever. Part Three of the Undying Threat trilogy. Optimized For: APL 13
The player characters have been invited to compete in the infamous Laureate Trials. The Laureates are a well-known adventuring guild. Once a year, they allow a select group of known adventurers to take part in the Laureate Trials. The prize is becoming an official member of the Laureates, with all the perks and responsibilities that awards. Rumour has it that new initiates will be awarded a coveted Laureate Pin, with special powers of communication. This adventure is a starting module, designed for new players and Game Masters. It should take 1 - 2 hours with a standard group of 4 players. Everything you need to know is contained inside or in the Dungeons & Dragons Basic Rules. It is ideal for helping a beginning group of heroes get started and giving them a motivation for further adventures. Inside, there are Trials to test Agility, Wits and Combat, plus a special encounter at the end which will determine the fate of a forgotten individual.
This uniquely styled adventure involves players starting out with little information about the characters they will play. No characters are prepared in advance. This is a nonstandard method of play. Player characters only know their names, ability scores, race, and background. This adventure was created to give the feeling we got as kids just starting out with D&D. It will be great for new players and seasoned vets alike. Who is in charge? Who is torturing the players? Let the chaos begin…
When the PCs turn up in the village of Ditch Nettle, they are tasked with solving the mystery of various disappearances. Will they be able to uncover the culprit, a worshiper of the long-dead cult of Morloski, goddess of the Slithering Brood. Or will they get stymied by local politics?
Guilds Town is in the middle of Dravens, a province of the realm of Shrave. 50 years ago, the neighboring dwarven province of Kiernard rebelled and tried to overthrow the green dragon Shrave who rules the realm. They failed and their province was dissolved. Dwarves who left the province mostly fled to Dravens, and are called Nards as both a racial slur and a stigma of their people’s dishonor. Guilds Town are the ones really in control of the province and are the current opposition of the Dravens nobility. In recent times, corruption and crime in the city have risen to new heights as 4 cults compete for control of the city and their citizens. Published by NaturalCrit
In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in the final stages of construction. But something rings false among the heavenly spheres- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131