"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
Step into the pixie village of Pleppil, a strange and enchanting place filled with a group of fey creatures whose society revolves around the accumulation of shiny objects. Every home in Pleppil is adorned with dozens, if not hundreds, of various objects that glimmer in the sunlight or glow by the light of the moon. The pixies frequently roam to nearby towns and roads to steal new shinies from unsuspecting townsfolk and travelers. While most pixies make their homes high up in the trees, similar in size and design to birdhouses used by some of the wealthier city folks, one pixie by the name of Quillen is left on the forest floor. When Quillen (or Quill as his friends call him) was young, he was attacked by a wizard when trying to scavenge a copper coin. He survived, but his wings were mangled and he lost the ability to fly. The damage was so great that no pixie healing magic could repair his poor wings. Quill is not one to give up hope on regaining his flight, however. On one of his recent travels with his trusty porcupine steed, Spike, he found a group of tall folk meandering through the forest. Always a curious pixie, Quill crept up close and did some eavesdropping. He heard them discussing a wonder called the Well of Wishes. This place is said to contain waters that can cure any ailment – hopefully even destroyed pixie wings! Now Quill seeks a group of adventurers who will join him on this exciting and potentially dangerous journey into the heart of the forest to find this Well of Wishes and finally regain his flight!
Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two mages have arrived and begun hiring armed guards to escort them into these very same woods. Is there a connection, or is it just coincidence? Either way, be prepared! You never know what's out there waiting... and watching. "Eye of Pain" is the first of three Monstrous Arcana adventures featuring the cunning and deadly beholder. If can be played as an individual adventure or as part of the series which continue in "Eye of Doom" and concludes in "Eye to Eye." For four to six characters of levels 4-8.
This exploration adventure is planned to be played by 4-5 level 4 characters. They will venture into the temple of Amaunator to cleanse it of corruption, give rest to its inhabitants and recover a precious lost artifact English and Spanish
A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385
The rich merchant Quintus Felerius has not slept in a week. He is paranoid of vengeful nightmare wraiths that seek to kill him in his sleep. Exhausted and delirious from his lack of sleep he hires experienced adventurers to stand guard in his bedroom while he sleeps. Little do they know that the curse upon Quintus is about to sweep them into the Nighmare Zone of the vengeful Ikari... Nightmare Zone of the Ikari is a Shadowdark RPG adventure designed for 7th level characters that takes them inside the mind of their troubled patron after he and his previous mercenaries were cursed by a vengeful Oneiromancer. Explore his troubled past and see if you can keep him from panicking and taking all of your minds with him. The adventure is designed as a oneshot, but can be incorporated into an ongoing campaign pretty easily since it takes place in another dimension.
FC9 - Diamond in the Rough is an adventure that has a group of PCs picking up a job for Dwarves of the Shieldcraft Clans in the West Keldon Mountains. It seems that a group of humanoids has pulled off a daring raid to the formerly secure vault and obtained a rather expensive gem. To recover this item the PCs will first have to reach the Dwarves, cross the valley and search the East Keldon Mountain range for these troublesome thieves. Of course finding the group of problems may prove a bit tougher than expected!
The local nobles of the region have sent word to your group requesting a meeting. Later that day you find the Black Raven roadside tavern and are met at the door. After being escorted to a back room which has seen its share of shady dealings you are propositioned with an offer to investigate and depose a set of local nobles who are brothers. Rumor has it that the Ironrod brothers, who have been overtaxing the citizens, have now employed humanoids as guards. This is forbidden and if true, the brothers need to be brought to justice immediately!
Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.
The Domes of Ishaq-Zahur adventure is a tabletop roleplaying game module for 5th Edition D&D and Pathfinder featuring challenging combat and traps, a gamut of mind-bending puzzles, a completely custom cast of NPCs and monsters, detailed backstory and plot, and guidelines detailing the best ways to run the sessions standalone or incorporate it into your ongoing campaign. Domes of Ishaq-Zahur introduces the players and characters to a dangerous desert world and the elusive history of the precursor races. Part 1 of the Fate of the Forebears Adventure Path Produced by 2CGaming
A pair of leprous mountain dwarves plead for the rescue of their compatriots from a deadly ettin-wight
The Demesne of Rangers is at war with the Horde of the Black Blood – an alliance of rampaging tribes of goblinkin. It is the heart of winter and the forest sleeps uneasily under a white veil. This is a time to huddle before the fire, not be out in the cold fighting a war but the heroes have no choice but to infiltrate the occupied territory in order to find and destroy the dreaded Goatskull Helm. Hope for victory hinges on the success of this quest and the call goes out for heroes to gather. The Goatskull Helm is an adventure module compatible with the Fifth Edition. This 35-page adventure is designed for a party of 1st level characters and will see them through to the 3rd level. This adventure is set in a fantasy medieval world with the mythological flavour of Ancient Greece. However, it can be easily adapted to any other medieval fantasy setting. This adventure includes entries for familiar monsters that are modified to better fit the setting as well as five new monsters and new equipment and magical items.
𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
As fledgling adventurers, your group is looking for anything to increase their fame and line their pockets with gold. Upon crossing the countryside your group comes to Creedo’s Trail a small thorp in the Duchy of Starryshade. Upon arrival in town you find an inn to stay indoors finally and a job opportunity hanging at the Bagel Inn purporting an “easy job” for a “big reward”. The poster is reputedly a crone or witch who has need for some components for an experiment she is currently working on. Easy job AND big reward…what’s not to like!
The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178
As your experience is beginning to get noticed, a new problem has come to Lakedale. Reports of the profitable Andall Mine to the south is under attack by humanoids. Gather your cohorts…looks like it is time to go back to work and see if you can boost your fame!
A self-contained weird and wonderful adventure! Mutant rats, beautiful maps, and strange loot! Madness of the Rat King is an 5th edition adventure for a party of low-level characters. You can start a new adventure with Madness of the Rat King, insert it into an ongoing campaign, or run it alongside the Fiery Grog Tavern supplement! This romp through a mad alchemist’s lair can be run from start to finish in about one or two gaming sessions. The module requires little planning beforehand aside from reading it over. Everything you need to run the game, from maps to monster stats, is contained within these pages. The adventure has enough encounters and challenges to advance the party by one level by the end of it. This adventure package includes: A self-contained adventure that will entertain a group for one or two sessions Plenty of hooks to lead the party into the adventure and even more plot lines to continue the story after this adventure is complete Gorgeous high resolution maps of the entire dungeon for print or online play made by Ross McConnell from 2minutetabletop.com 11 brand new monsters 8 brand new magic items
Dreams of the sleeping wizard seep into reality. Manifest familiars war over the fate of a remote islet. An infinite garden houses an escaped experiment. The god of purity is fooled for his blessings. Into the nightmare we go. 16 pages contain 3000+ words describing 10+ keyed areas to explore (complete the wandering monsters table), 10+ friends and foes to talk to, 10 magic items to use, and thousands of gold worth of treasure to plunder. The adventure is designed for B/X, or like-systems. It is suitable for 4 to 6 characters of levels 1 to 3. It is heavily inspired by the dungeon synth album The Sleeping Wizard by Umbría, which may serve as a soundtrack.
"The Aboleth's Grotto" is a nihileth lair suitable for four 10th-level characters. The adventure can be completed in one session. The small town of Springwell harbors a secret that almost nobody knows about, and those who do conveniently ignore: it sights right over an unoccupied settlement of the deep caverns of the underworld.