One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.
Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13
This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.
A shadow hangs over the dark and dreary town of Squill. Townsfolk are being murdered in their beds without any explanation and the local graveyard has become a dangerous, haunted place. Consumed by fear, the men and women of Squill have begun casting evil glances at a young orphan boy. The victims, it seems, all had links to the lonely child, and none of them were good. A local priestess, however, wonders if the heart of the darkness consuming the town lies in a necromancer slain nearby only a few months ago...
What elder evils lurk in the depths of the freezing mountain ruins? Find out in The Stoneheart Ruin! The adventure features: An adventure set in a desolate, wintry mountain landscape. 16 pages full of intrigue and mystery, containing full color maps, plus 2 unique monster stat blocks. Provides a great introduction to Mind Flayer lore and mythos for Tier 1 players. Can easily be set in the Spine of the World for use in Rime of the Frostmaiden. Let your characters test their mettle as they climb and face the ancient dangers lurking in the cracks of The Stoneheart Ruin! “I have no explanation for any of these finds. We heard disturbing noises coming from further within the mountain; thunderous and growling.” Excerpt from a pamphlet, signed: “Koralia Meadring, Anthropologist Extraordinaire” Koralia needs you to investigate her most recent discovery: a ruined cavern deep in the mountains. Her small team of academics did a cursory walk-through and think they've found a big breakthrough! However, they left in a hurry after being frightened by the horrors they heard coming from deeper in the mountain. They escaped and found one of their team was missing - a goliath named Marek. You must climb the mountains and locate the ruin, make certain that it is safe for study by Koralia’s team, and if possible, find and rescue Marek, whose fate is uncertain. Made during the November 2020 RPG Writer's Workshop.
The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshipers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros' children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple's secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows. This adventure includes: Puzzles to keep your players engaged and inspired New monsters including the Skeletal Ash Beast Ancient runes which can be used to solve puzzles and advance in the crypt A new magic item which may be donned by a single PC to great effect An artifact which has the potential to either change the world or destroy it
When her father goes missing, a young adventurer has no other choice than to gather her friends and head for the city of Loudwater. Soon after she gets swept away in an obscure design threatening to drag the entire region into chaos and war. At the heart of this mystery, lies not only her father, but the long-forgotten history of her once-despised family and a primordial beast influencing events from the shadows, moving her family like pieces on a chess board. Visit www.perfumersdaughter.com for more information. You can also address me directly on The Perfumer's Daughter Q&A on Facebook. All battlemaps and dungeons are free to download for use in digital platforms (such as roll20) on the aforementioned site.
Mirefield is under attack! The Yellowspittle Kobolds have begun to leave the Silverdark Woods, and it's up to the Heroes to take the fight to them and uncover the reason for their sudden aggression.
A cleric has tirelessly tended to the medical needs of his fellow villagers for decades. There have been occasional cases of madness among his charges over the years, enough to cause rumors, but now there is an outbreak, including people known for years to be quite sane. Can you discover the source of these terrible troubles and return the village to normal life?
The bustling metropolis of Saydown City is the largest settlement in the Denali land and home to the current ruler King Pellet. As your party reaches the watery entrance a huge iron statue guards the docks. Upon closer inspection you notice that the item is actually a golem. After continued investigation you discover that the ‘heart’ of the creature has been stolen and you accept the job to uncover the loss!
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
Things are not always what they seem in the cursed forest near Wardenwood village. Can the characters hold back the primal forces of evil and keep innocents from losing all they hold dear? The Curse of Wardenwood is a deep woods horror adventure for 7th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A sadistic witch, a prowling werewolf, and a surprise twist -Four new monsters that stalk the haunted woods -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
This dual offering is a true solo (no DM needed), as well as, the same dungeon for a PC/DM setting. The adventure is for new players at the lowest level of experience. It is centered on a recent discovery of an old dungeon that belonged to an arcane wizard. With no one to rely on, is your PC ready for a dangerous delve?
E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.
Katha is a fully built city with nearly a hundred NPCs, dozens of shops, and many different factions all vying for power over this growing city. Katha is a growing city-state that can expand (or regress) in any direction depending on the choices of your group. It can easily suit any party of any size or level but is designed for mid-level parties with money to spend. The city will grow (or shrink) and change at the party's every move, making it a city full of potential. The document also includes a map and key for the city, four stat blocks for two major NPCs, a new monster, a boss fight, and a dungeon map. Katha is designed to be placed into any setting with only minor alterations. Advice for how to fit Katha into your setting is provided throughout the document. Included is also a plotline that can span anywhere between four and ten sessions. The Cult of the Storm, a mysterious and millenarian cult, hopes to bring about the end of the world so that it may be reborn. Several of the groups and NPCs in Katha are secretly working for the Cult. Will your party realize that they are accidentally helping them in time to stop the Cult from assembling the four parts of the weather control artifact and starting The Storm? The plot will also develop the city and reward your party not with wealth, but with property and the ability to build what they want and invest their time and energy into growing Katha.
In the town of Gafolweed, the market is in disarray: toppled barrows and collapsed tents spill their contents onto the muddy ground. Merchants and locals flee the scene as you arrive. In the midst of the destruction stands a muscular, green-skinned humanoid—an orc! Three bodies lie near his feet, the victims of his bloody axe. He turns to you, a vivid red tattoo of a bleeding eye prominent on his brow. The orcs are gathering in numbers unseen in many generations and make war upon the people of the Borderlands. The cause of this deadly conflict is entwined with the history of the unholy mark that all the orcs now bear. Will your fellowship of budding heroes be able to quell the Wrath of the Orc God?
2023 ENNIE Awards Silver Winner in the Best Organised Play category! The Dai Meow-Ou is dead, you’re accused of murder, and you have until sunrise to clear your names. It’s time to put on your thinking cats and play detective, adventurers! Can you sniff out the real killers before your time runs out? A Pawsome Feywild Murder Mystery for Tier 1 Characters. Optimized for APL 3. From the 2019 ENNIE Award nominated author of the Neverdusk Trilogy and experiential horror mystery The Waystop comes a brand new roleplaying & puzzle-lite adventure lovingly crafted as an homage to the films and novels of Japan's golden age detective fiction and set in the Feywild domain of Roku-Nyan, where cats rule and dogs drool! This 4-hour module is designed to be played using Theater of the Mind, and depending on the characters and their decisions, multiple endings are possible. It debuted at Lion City Conclave 2022, a community convention in Singapore that supported Causes for Animals (Singapore). The v1.2 package (9 July Update) includes: - Enhanced copy for better clarity & Jason's Cheat Sheet for running a smoother game. - Art inserts by Ryan Tan Chen Wayne (Ryzwayne). - A high quality digital map pack for key encounter locations, in Black & White (as befits the genre) by digital artist Ryan Tan Chen Wayne (Ryzwayne). - High quality puzzle packs and resources designed by Jason Koh, with illustrations by Ryan Tan Chen Wayne (Ryzwayne). - Token pack featuring our assassins. - Bonus DLC Street Map.
Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”