Adventurers who care where their next meal is coming from will enjoy sinking their teeth into this mystery. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
The retired Captain and pirate hunter, Old Man Blood has been finding lobsters appearing dead on his lawn for the last week without any rhyme or reason. Concerned he asks you to look into it for him before his lawn is overrun with lobsters. A one-shot 4-6 hour comedy sea-side adventure designed for characters of 7th level. Upon accepting Blood's mission, you'll explore the town of Saltingrad and meet the eccentric villagers that inhabit the quaint fishing town, unraveling this bizarre mystery. When the answers reveal themselves in an epic, strange and humorous conclusion, your players will be sure to talk about this adventure for weeks to come, or at least question what they experienced.
This 80-page supplement contains 38 encounters written by many of the Dungeon Masters Guild’s best-selling writers. Encounters in the Savage Jungles includes 23 encounters / mini-adventures of various difficulty that can be used while the adventuring party braves the uncharted and savage jungles. It also includes 15 Quick Encounters, and additional resources. Although inspired by the Tomb of Annihilation, these encounters can be used with any official D&D campaign, or in your own home campaign. Many could even be used in forest, wilderness, or swamp settings. These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.
Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better to pass over. In the Filbar campaign the adventurers found themselves on Numb Island several times during their adventuring career and were not strangers in Miles Away!
The gates of Dwimmermount have opened. After years of rumors, it is time to discover the secrets of this vast mountain fortress for yourself… Dwimmermount™ is a classic megadungeon and old-school campaign setting presented use with Adventurer Conqueror King System™ and other d20-based fantasy role-playing games. The 400-page Dwimmermount hardcover includes: * 13 mapped, keyed, and stocked dungeon levels containing a total of 715 fully-described and detailed encounter areas for players and their characters to discover – with random tables to generate even more! * 86 monsters and 70 magic items to confound, challenge, and reward your players. * 6 pre-generated adventuring parties to serve as rivals for your player characters. And more! Published by Autarch LLC
Ruins of the Grendleroot is a book of ten easy-to-prep and easy-to-run adventures for the fifth edition of the world's most popular fantasy roleplaying game. Designed for characters of 1st to 5th level, these adventures take place in the caverns, chambers, tunnels, and ruins of Blackclaw Mountain, within which lurks a strange otherworldly sentience known as the Grendleroot. Ruins of the Grendleroot focuses on the sense of mystery and wonder that comes from exploring ancient ruins and lost chambers. The central hub of these adventures, Deepdelver's Enclave, is a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain. In Deepdelver's Enclave, adventurers and explorers recount tales of their explorations, trade treasure and artifacts, and enjoy their shared love of uncovering the mysteries of the mountain.
A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?
The Vault of Pallon the Pious is an adventure for four 2nd level PCs. A famous pirate captain came to worship a lawful god in his final years. After a lifetime of plundering, pillaging, scuttling, and murdering along the coastline, the fear-inspiring Pallon the Merciless rebranded himself as Pallon the Pious. But, a history of violence is a hard thing to reconcile, and the salty old dog slowly succumbed to madness. His most precious possession was a set of scales that reflected perfectly his own inner conflict. The Scales of Misjudgement are buried deep in the treasure room of his crazed rock-island vault.
Once a powerful proponent of Law, the Archmage Tazimack the Red was eventually driven mad by a fear of mortality. As he slipped into insanity his retirement home began to reflect the chaotic bent of his mind. Long after Tazimack’s unnaturally animated body has disintegrated, his manor house remains as a shadow cast by a twisted intellect. Can the characters bring order to this chaos?
"For Blibdoolpoolp!!" "The power of the mind and belief are wonderous, often leading us to manifest things that aren’t real. For the kuo-toa, this power is heightened, allowing their collective belief to manifest gods." Two tendays ago, a paladin of Torm was kidnapped by kuo-toa. In a strange turn of events, she was mistaken for a kuo-toa god, and whisked off to their underground lair. Barria has managed to pose as the god and now shakily leads a small faction of kuo-toa while trapped underground. With her influence being increasingly scrutinized, and with the different kuo-toa sects on the brink of civil war, it’s a dangerous time, even for a ‘god’… The heroes’ mission — rescue the paladin from the kuo-toa oceanic lair before she’s transformed into a kuo-toa god. The kuo-toa are an Underdark-dwelling race of fishlike humanoids. Different sects worship different god-like beings, each god manifested through the strength of a sect’s collective zeal. Such “gods” feature prominently in this adventure. Product Overview ♦ 4 to 8 hours for four to five characters. ♦ Scalable for 3rd-6th level. ♦ High-resolution maps of the Kuo-Toa lair. ♦ 9 new statblocks, including Dire Barnacles and Hypno-Cuddlefish! ♦ Includes plot hooks, handouts, rules for faction combat, and more!
Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053
Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149
Minotaurs are fond of mazes, but rarely build them. Hex is an architect, engineer, and overlord all in one. A self-declared "Minotaur Lord", he is the only one of his kind known to exist. His lair is all he has, a gargantuan, ever-expanding labyrinth in which he keeps the spoils of his many conquests in youth. Now an ancient veteran, he works tirelessly to keep his hoard safe and to entice new adventurers to test themselves against his gauntlet of lethal traps. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 33 pages (pg 110-143). Published by 2CGaming
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
You are hired by a merchant to protect a rare item, a crystal crown, for one night against the attempts of the city's thieves guild. The arrogant guildmaster has informed the merchant that he will steal the crown and he cannot be stopped. Continues in Part 2 in Polyhedron #23 Pgs. 13-20
In this town, nothing goes like clockwork. A voice in the darkness offered him power, with only one string attached: first he had to find some adventurers. A fiend and minions of the plane of fire have set up shop beneath a small town, and have been attracting evil minions to their lair! In this town of Jenkel, the religious leader (named Broderick) is secretly under the influence of the demon and has been doing her will out of his own greed for power. A tilted pyramid appeared in the town years ago, and is actually the tip of a tower buried in the town. The tower leads to a dungeon and a shrine where the party can fight off the demon and rid the town of the evil influence. Pgs. 18-31
A man built a temple to a woman who died. It became a shrine for those who lost a spouse too soon. Later. Much later. A young couple came. Their tribes warred so they could only marry in death. It was poison. Which angered HER. They walk the temple ever since, cursed by a shrine spirit. She has a hatred of suicide only dead widows can know.
Come and wolf down the adventure! It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council send out a desperate plea for brave adventurers to destroy the beasts. Is the job as easy as a walk in the woods, or is there more to the Wolves of Welton than mere animal cunning? There’s only one way to find out… A fresh take on the ancient 'kill ten wolves' quest that RPG fans will be so familiar with, The Wolves of Welton is designed to be played from start to finish in just one 3-6 hour session with limited preparation from the DM. All major characters have roleplaying notes included and full-size environment maps are included.
𝐍𝐨𝐰 𝐰𝐢𝐭𝐡 𝐚𝐧 𝐢𝐥𝐥𝐮𝐬𝐭𝐫𝐚𝐭𝐢𝐨𝐧 𝐛𝐲 𝐂𝐇𝐑𝐈𝐒 𝐇𝐎𝐋𝐌𝐄𝐒 𝐚𝐧𝐝 𝐚 𝐏𝐑𝐈𝐍𝐓𝐄𝐑-𝐅𝐑𝐈𝐄𝐍𝐃𝐋𝐘 𝐃𝐔𝐍𝐆𝐄𝐎𝐍 𝐌𝐀𝐏! 𝐓𝐇𝐄 𝐑𝐔𝐈𝐍𝐄𝐃 𝐓𝐎𝐖𝐄𝐑 𝐎𝐅 𝐙𝐄𝐍𝐎𝐏𝐔𝐒 is a fifth edition (5E) conversion of the ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first 𝐃&𝐃 𝐁𝐚𝐬𝐢𝐜 𝐒𝐞𝐭, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by 𝐃𝐫. 𝐉. 𝐄𝐫𝐢𝐜 𝐇𝐨𝐥𝐦𝐞𝐬 from the original 1974 D&D rules written by 𝐆𝐚𝐫𝐲 𝐆𝐲𝐠𝐚𝐱 and 𝐃𝐚𝐯𝐞 𝐀𝐫𝐧𝐞𝐬𝐨𝐧. Holmes advanced the "Sample Dungeon" concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower. An adventure for 1st to 2nd level characters; four pregenerated characters are included. Also includes ideas for using it as an adventure site in 𝐆𝐡𝐨𝐬𝐭𝐬 𝐨𝐟 𝐒𝐚𝐥𝐭𝐦𝐚𝐫𝐬𝐡. 𝐍𝐎𝐓𝐄: Using this conversion requires a copy of the original dungeon found in the (1977) Basic D&D rulebook. However, Wizards of the Coast has provided a free pdf of this dungeon since 2008 on their website, see the first page of the pdf for the link. 𝐂𝐎𝐍𝐓𝐄𝐍𝐓𝐒: Introduction, page 2 The Setting, page 3 About the Dungeon, page 4 Dungeon Master's Map, page 5 Areas of the Dungeon, pages 6-13 Appendix A: Further Reading, page 13 Appendix B: Dungeon Factions, page 14 Appendix C: Portown Rumors, pages 15-17 Appendix D: Use with Ghosts of Saltmarsh, pages 18-19 Appendix E: Pre-generated 1st level characters, page 20 𝐈𝐧𝐜𝐥𝐮𝐝𝐞𝐬 𝐭𝐡𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐢𝐧𝐠 𝐧𝐞𝐰 𝐦𝐨𝐧𝐬𝐭𝐞𝐫𝐬, 𝐍𝐏𝐂𝐬, 𝐚𝐧𝐝 𝐌𝐚𝐠𝐢𝐜 𝐈𝐭𝐞𝐦𝐬 𝐟𝐨𝐫 𝟓𝐄: Cleaning Cube, Veteran Smuggler, Thaumaturgist, Monstrous Sand Crab, Lemunda, Monstrous Rat, Brazen Head of Zenopus, Verminslayer Longsword, Lesser Wand of Petrification, Scroll of Stone to Flesh The Ruined Tower of Zenopus was featured as part of the "D&D Classics" column in Issue #32 of Dragon+ magazine! Go to 𝐝𝐫𝐚𝐠𝐨𝐧𝐦𝐚𝐠.𝐜𝐨𝐦 or find the link on the Wikipeda page for Dragon magazine. 𝐂𝐑𝐄𝐃𝐈𝐓𝐒: Original Dungeon: J. Eric Holmes Conversion, Added Content & Cartography: Zach Howard Content Review & Editing: Scott McKinley Interior Art: Chris Holmes (“Octopus Attack”, page 9) Cover Art: “Italian Coast Scene with Ruined Tower” by Thomas Cole, 1838. Open Access Image from the National Gallery of Art at images.nga.gov Format: Derived from the “Adventure Template for Open Office/LibreOffice” by Dale Robbins on DMs Guild Dungeon Maps drawn using the application Gridmapper by Alex Schroeder
A sudden riot in the city reveals a clandestine drug operation hidden within an underground pit fighting ring. The players must follow the trail of evidence, fight their way through the arena’s champions, and locate the source of the substance to purge it from the streets once and for all.