The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.
Barric Jingle promised the whole region he would deliver all kids presents in a single night! How he intends to do that, no one knows. It was no long before the promise reached an oni, who took hold of the warehouse Barric works in and kidnapped him! It's up to you adventurers to go through a fully industrial cabin full of weird toys and conveyor belts to save Barric. The adventure features widely different encounters with tons of surprises and environment to interact with. Aventura completamente traducida al ESPAÑOL This adventure was created for the RPG Writer Workshop 2020 with accessibility in mind.
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.
A wasting sickness creeps through city streets, powerful spells and cures only pausing the disease. Talona’s name is called out in anger as the possible culprit and in prayer for the disease to be cured. Only she knows the truth: An ancient deity’s corpse, sequestered millenia ago by Talona, floats in the astral sea and is the source of this affliction. Will adventurers be able to stop this sickness at its source? And what will they do with the knowledge they discover?
"Every year, the Awakening Festival draws folk from across the rich expanse known as Godsbreath, uniting celebrants as they tell their history in song and set the course for the upcoming year. But the mood turns grim when a group of farmers suddenly turns violent, manipulated by an unknown magical malady. In the aftermath, well-known trader Aunt Dellie fears for her goddaughter Kianna-a worker at the farm the attackers came from, deep within the outlying farmlands known as the Rattle. When characters investigate, they are pitted against a lurking evil that uses a young woman's grief and loneliness to lure new victims." Roll20VTT
In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488
Strange calamity has come to the Moonstone Reach. What was once a foreboding forest is now completely underwater, the gods Umberlee and Mielikki locked in dispute over the wondrous biome. Umberlee calls forhomage and claims dominion over what she sees as rightfully hers.
This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.
Evil is stirring in the tiny village of Akeley - an evil that reaches out to minds that drift through the inky void between the stars. However, not all that comes from the skies comes with malice. A band of rather unusual warriors have are resolved to deal with the infestation before it can spread, though they cannot conquer it alone. Perhaps it’s blind chance that brings together the players in this strange and terrible drama, or perhaps it was written in the stars long, long ago. Note: This adventure is intended to work with Mordenkainen's Tome of Foes, and requires a copy of the book to run succesfully.
The hunter becomes the hunted. Monsters prowl the hills, but you never see more than one at a time. The players will need to hunt down a polymorph monster. In order to confront it, they'll need to fight through its lair. Pgs. 4-13
Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series. Set in the Mere of Dead Men region of the Forgotten Realms.
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
An original one-shot adventure designed for 3-6 level 3 characters. SUMMARY: A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant. The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms. Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own. Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Printable cards 16-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #SleepingGiantMountain #GiantsOfKaiva
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?
It stalks the jungles of Chult. On the path to the lost city lies an ancient danger, a creature that posseses the very jungle and destroys man, beast, and undead alike. Your party has seen the signs of its violence and destruction. Soon they, too, will be hunted by the entity known as Uluu Thalongh. It Walks the Jungle at Night is an adventure supplement for Tomb of Annihilation, designed for a party of 4 players of 5th-7th level. It is a sandbox-friendly adventure designed to fit within a broad adventuring area. The adventure includes strong DM guidelines to hasten or slow the adventure's buildup, allowing the Dungeon Master to control the adventure's pace and incoprorate its early phases into normal day-to-day travel. The adventure includes: -A wide series of random encounter options for the party to discover. They'll find victims of Uluu Thalongh who are relevant to the factions they've interacted with. -A magical item reward: Lash of the Jungle-Walker. -The full-page Myth of Uluu Thalongh, written to embrace Tomb of Annihilation's focus on legend and folklore. -The stat blocks for the Uluu Thalongh (with legendary actions!) and its possessed jungle. -An appendix for chase complications if or when the party flees from the dreadful entity.
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
Strange events are occurring near the town of Yûlash—ground tremors originating from an old mind flayer hive. Our heroes are asked to investigate the old hive and determine the cause of the seismic activity, but another pressing matter is revealed to them, too. This Adventurers League legal adventure set in a small town near Yûlash. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurer’s League certificate High resolution maps
When a harsh winter turns uneasy neighbors into bitter rivals, or worse, Granny Grimsicle sees an opportunity to spread her unique brand of horror in Hrokstead. Short on food themselves and exhausted from their adventures, our heroes arrive in the frontier settlement to find that something is very wrong. Can they get to the bottom of the threat, and make it out alive? This title stands as a one-shot, but also plants seeds for the ongoing Hags of Hoarfrost anthology. It works great as a supplement to Icewind Dale: Rime of the Frostmaiden, or placed into your own homebrew setting, or run as a standalone adventure. This module includes a detailed battle map and a monster token for use on Virtual Tabletops, and player handouts presented as standalone images for easy distribution to your online players.
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
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