When local farmer Jonas Cappa goes missing while hunting mushrooms and then reappears, hours later, naked and without any of his belongings, his wife goes to the party to investigate. Jonas claims to have fallen into a hole in the ground, but none can be found. What really happened to him and can it be stopped before things get worse? (Spoiler: they are probably going to get worse). A one-shot adventure for characters of levels 1-4 designed to be dropped into any campaign, inspired by the X-Files (but firmly D&D).
"Yea I knows of a job for the likes of you" the bartender says as he wipes off the table. "This wizard who lives near the shore about two or three days ride lost somethin' he was expected on the ship The Intrepid. I hear he wants the cargo back and is willing to pay good coin for it to any who'd chance going into the Lake of Chaos." A grizzled old man in the corner gasps and says “any would want to go into that sea gots to be crazy. Aye, that wizard is lookin' for some crazy people. That waters haunted by dead sailors". "Oh come on” Telkall the bartender continues "you know that’s just an old story to keep kids away from the water. I'm sure it’s going to be an easy job for the likes you. You all appear to be quite able to take care of yourself. Go down the coast road for about two days if yer on horses and you'll see a stone tower. Ask for Kresellus ... he's the one you'll be lookin' for. Oh, and tell him Wolfgar sent ya ... if you could." Well things were getting boring at the Dead Orc Inn anyway.
A family has been abducted and the village of Myrehall needs help in getting them back. This is the third adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle A Dark Veil Falls
A one-shot adventure of dark fantasy, tragedy, and horror... - 4-6 hour adventure for 3rd - 5th level characters. - 24 pages of an elegant, easy to read PDF. - 4 custom handouts that pair with the adventure. - 2 custom monsters. - 10+ trinkets and magic items for handing out to your players. - 6 gorgeous free battle maps that can be found here: https://www.dmsguild.com/product/434359/Map-Pack-01--The-Sorrows-of-Southsward-Keep
In Claine Forest near Padduck Village there has appeared a pit. No-one knows where it came from, it just did. It is not so deep that you cannot see the bottom, but people fear it and avoid it. No-one who has climbed into it has come back, having been dragged beneath the surface by unseen hands. A necromancer has come to the forest, seeking the pit. She does not quite know what she expects from it, but what she hopes for is protection from death. Player-characters may wish to get involved, and thus this constitutes an adventure for old-school systems, for 5-6 PCs of 2nd level 2 or slightly fewer of 3rd. The PCs won’t necessarily all die, and the players will almost certainly survive. Reviews elsewhere: "It pours out flavour in nearly every word, creating delicious situations for the party to interact with. ... We got a village, two rival groups of adventurers, a weird-ass forest, and somewhere in the forest a pit, your final destination. From this, joy is made. Each one of those elements has their component parts well done and, because of this the whole is a wonder." — Bryce Lynch of tenfootpole
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
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
Martin's Fortune is a short classic horror quest that can be easily put in any (low) fantasy setting. This adventure scenario features a dark and trilling backstory and several handouts for your players. The quest is very much in the horror element and there are advices on how to approach the horror scenes. Adventure Synopsis: Martin Wesley, decedent of a faithful servant of Lord Amren Stieber recruits the players to pillage the Lord's lost tomb. Searching for the tomb reveals that forgotten history leaves its traces to this very day. The forest around Amren's resting place is cursed and veiled in darkness. When the party finally arrives to the Lord's tomb, they discover that it is something more - a jailhouse. Their prize will have to be earned in blood. Even when they vanquish the undead fiend, they can't be too safe, for the Lord's madness has become immortal. Published by: Adventurer's Inn
A short Dungeon in the Desert for 3rd Level Characters. There is a secret in the desert that must not be discovered, and a gang of tomb-robbers are going to find it. Chase them through the dungeon and stop them. Of course, they almost found the secret. It couldn't be too much work for you to find it now... Unshifted Sands is a short adventure built around a tomb in the desert, designed to be played in 4-5 hours. VTT Maps Included.
The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.
The wedding was meant to unite poweful families from Everlund and Silverymoon. "Til death do us part" comes sooner for some couples than others when undead hordes and a feral demilich are uninvited guests. The Dead Wedding is a short, 3 to 5 hour adventure for characters level 14 to 16. The adventure contains maps for Moonshadow Keep and the crypt of the demilichess Regetta Arch Therm, deadly traps, and RP hooks that enable players to use high-level non-combat abilities.
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
The Ghost Tribe of Orcs were driven from their home under Wyvern Tor by some terrible evil. They marched to Phandalin and attacked, only to be defeated. Now the heroes will go beneath Wyvern Tor to discover the terror that chased out the orcs and perhaps find the source of the orc’ssardonyx. Journey to Beneath Wyvern Tor is the third of four parts in the After Lost Mine series. It will play out the journey to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove out the orcs.
Decades ago, a wizard named Sylvene came to the Sword Coast from another plane of existence called Ravnica. While exploring Waterdeep and nearby lands, she met and fell in love with the father of her child. She built a refuge for them in a small demiplane of her own creation, but eventually she went home to Ravnica with her infant son and never returned. Now her grandson seeks to recover relics of her power by exploring Sylvene's history in the Realms—and he doesn't care who he hurts along the way. The consequences of his careless pillaging already ripple out to impact others. Episode 2 of the Magic: the Gathering set adventure: Adventures in the Forgotten Realms.
Still falling through time, Waterdeep has grown into a small city with a problem, a vampire problem, but an old friend offers a solution. Part Three of the Folded Time Trilogy. A Two-Hour Adventure for Tier 1 Characters (bonus objectives are available to take play to 4 hours). Optimized for APL 3.
What is this adventure? This is a short location-based prison break adventure where the characters explore a small-town prison. The whole adventure can be played in a typical four-hour session. Get In, Get Out! is perfect for situations where the party has broken the law and is captured by the local police, or they have to break out a prisoner, or any other prison break scenario you can think of. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. How to use this adventure? This is less of a specific adventure and more of a location setup, namely a small-town prison. Adventure can be designed either as a prison break or as a prisoner rescue scenario. See Adventure Hooks section for more on this. This adventure provides ample opportunities to be played as a smash and grab style of game or as a stealth heist sort of adventure. None of the situations are combat specific although there are plenty of options to get into combat. Gamemasters are encouraged to allow the players to complete this adventure without ever rolling for initiative. Clever play such as stake outs, gathering information etc. are key to successfully completing this adventure. What is included? The adventure pdf DM's map High resolution (3072x4096) maps for a prison (grid and gridless), which can be printed out as a tabletop map to play on.
Berryridge is beset by bandits, the woods nearby have always caused issues, but these recent bandits are something else. Something or someone with actual intelligence is leading them now. Worse, even the bandits seem to dislike their new leadership, not deserting out of fear alone. The lord's men are weeks away and the town is unsure how much longer they can keep the bandits out of their homes. It's up to you to find out exactly what happened and stop the bandits before they can start taking something other than valuables... Draw Steel! In this unofficial 1st-level adventure for the TTRPG Draw Steel, you meet with the small town of Berryridge. Currently under siege by banditry. However, these bandits are getting desperate, find out who or what is driving them to take more and more risks. This product contains: - A short and sweet adventure for a 1st-level party. - A flexible storyline that can fit into any campaign - 2 custom monsters - 3 maps specially designed for this Draw Steel adventure, with a separate map showing suggested enemy placements. - Custom characters and negotiations.
The Great Thaw of Gryzmithrak Spire is a level 1 adventure for MCDM's Draw Steel TTRPG in which the heroes confront an ancient evil to stop an impending climate disaster. Deep in the mountains of Vasloria, the Rime Legion kobolds safeguard the frozen heart of the long-dead dragon Gryzmithrak—an artifact responsible for sustaining the snow atop the mountain peaks. No one recognized the first drops of melting snow as a sign that the heart's magic was failing. But everyone remembers the avalanche a week later that left the Rime Legion on the brink of ruin. If Shieldmaiden Voss is to be believed, then a threat approaches much worse than avalanches. Tensions rise as more legionnaires are marked by the Infernal Scar—a symbol of changing times and shifting allegiances. This short adventure is packed with simple, high stakes intrigue and a growing crisis that only the heroes can stop. Can you uncover what's really going on and put a stop to it before it's too late? Included in this Product: - High Stakes Adventure. This level 1 Draw Steel adventure culminating in a climactic fight against an elemental reborn as a red dragon fueled by kobold ambition. - A 6-12 Hour Adventure! This self-contained module has three combat encounters, a Montage Test, a Negotiation, and a collection of other roleplay and skill challenge encounters. - Handcrafted Art and NO AI! A full color PDF with beautiful illustrations fit for Draw Steel - 5 Pregenerated Characters. These pregens were made with an easy-to-use character sheet template originally made by MrMattDollar (thanks for letting us use them, Matt!) - 4 Full Color Maps. Includes 1 beautiful area map for Korrivost and 3 battlemaps with unique obstacles and hazards (available in B&W printable + VTT full-color maps)
A new adventure based in Ravnica featuring one of the best guilds: IZZET LEAGUE! Congratulations! You’ve won an exclusive tour of Dr. Skulldial’s elemental lab as part of an Izzet League PR event. Unfortunately, she's fazed out of reality currently. As you venture forth solving puzzles to get further inside the mansion and laboratory, events unfold leading you to believe your missing host is missing for a particular reason.
As an aspiring hero of Highfolk and the Flanaess, you are asked to come to a feast of small proportions to celebrate your deeds. A home-cooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where n one can hear you scream. This is an RPGA competition scenario. Four hours is allocated for its completion.