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5e Dungeons & Dragons 7 adventure module lot Frog God Games Necromancer Goodman

$ 29.04

Availability: 100 in stock
  • Item must be returned within: 30 Days
  • Necromancer Games: Goodman Games
  • Condition: New
  • Refund will be given as: Money Back
  • All returns accepted: Returns Accepted
  • Return shipping will be paid by: Seller
  • Character Family: Dungeons & Dragons
  • Brand: Frog God Games

    Description

    7 new adventure modules for 5th edition Dungeons & Dragons.
    1.  Thief King's Vault
    It has long been said there no thieves in the city of Caltoshar.
    At night, one can safely walk the streets, and a few worry about locking their doors. Yet one would be foolish to believe Caltoshar is without a criminal element, for there are thieves aplenty if one knows where to look. The best advice would be for you to assuage you curiosity with such matters, and enjoy Caltoshar for what it appears to be.
    You’re probably not one to take wise counsel, though.
    The Thief King’s Vault is a short adventure for six 5th-level characters.
    2.  The Horror Out of Hagsjaw
    Travelers have long considered Hagsjaw a place to avoid.
    The town is known to outsiders by whispered tales of witches and strange doings in the old days. Once terrorized by a wretched coven of witches known as the Karnley Hags, the town was held in a grip of fear that saw its citizens oppressed and its children stolen. Anyone who dared oppose the hags was viciously murdered. When the witches were eventually overthrown and hanged in the town square, they muttered a unified curse with their last breaths, promising nothing less than misery and doom for all who remained in Hagsjaw.
    That was a century ago, and now Hagsjaw is little more than a forgotten watering hole. Time has not treated the decaying town or its folk kindly; it seems to die out more and more as each generation passes. The farms at the edge of town are empty of cattle and crops, the town’s buildings are crumbling, and even the sagging roofs of the abandoned, twin steeple church don’t look like they’ll hold up much longer. There’s little left to suggest that the town hadn’t withered away completely… until recently.
    3.  The Tower of Jhedophar
    A Mysterious Tower Guards a Wondrous Staff!
    Once an academy of arcane learning, the tower of Jhedophar now stands as a testament to the greed of two powerful foes. The tower is guarded by a massive labyrinth filled with deadly traps, vicious adversaries and unlikely allies. Who among the brave may wrest the Mandrake Staff from Jhedophar's bony grasp? Remember, heroes, dragons and liches do not let loose their treasures lightly!
    The Power of Ancient Foes Collides
    Will the adventurers take the dragon's deal and attempt to slay Jhedophar in his fortress of evil or take the Lich's deal and rid his tower of the pesky squatter Exterus once and for all? Designed for characters of 13th to 15th level, the Tower of Jhedophar offers just the right mix of fast-paced action and clver role play. Best of all, the Tower of Jhedophar is playable in 2-4 game sessions, with foes and allies that may make their presence felt in your campaign for years to come!
    4.  Rocky Cape
    A series of disappearances has plagued Rocky Cape over the past two years. The disappearances occurred in a small numbers, with many of the missing being fishermen and hunters, occupations that suffer accidents from time to time. While people do wander off from the villages, go down with their ships, or get grabbed by the trolls of Troll Hill from time to time, too many people have gone missing in too short of a time. Too many years of complacent neglect is slowly turning this civilized coastline into the wilderness, and brave heroes are needed to drive back the evil, hungry, and bloodthirsty tide.
    5.  The Devil of Murder Cliffs
    In the pale light of the witching hour when the moon shows off its twin horns,
    'Tis said that a devil rises from the deep with a murderous taste for the soul.
    You will know ere he stalks for the crows love to talk
    About how they have picked clean your bones.
    An adventure for 4–6 characters of levels 3–5, though it can easily be scaled for lower- or higher-level adventurers. The adventure assumes at least one wizard, one cleric, and one rogue are in the party, though there is a fair amount of opportunity for other character classes, especially meat shields and sword swingers, to shine.
    High in the cliffs along the timber road stands the Von Klarch Inn. Half ruin, half fortress, the repurposed manor serves as a waystation for adventurers seeking fame and fortune in the mountainous north. Built nearly 500 years ago, the inn started out as the estate of the wealthy Von Klarch family, who made their fortune trading with the northern dwarves.
    In the intervening years, the family has fallen on hard times. Frequent attacks by the rising tide of gnolls, orcs, and trolls who overtook the the north over the intervening centuries wreaked havoc on large parts of the estate, destroying the north wing and shrinking the Von Klarchs' once substantial land holdings.
    More recently, attacks by local bandits - allegedly captained by a man referred to as the Devil of Murder Cliffs in reference to local legend - have increased in frequency. These attacks threaten travelers on the road and are bad for business.
    Others say a true devil released from its bondage once again stalks over the region of Murder Cliffs. Despite these troubles, the Von Klarch Inn is the only reasonably civilized to spend the night in the bandit-infested Murder Cliffs.
    6.  Feast of the Gobbler
    For many seasons, settlers along the Greenhill road have led a peaceful coexistence with the Grass Sailor Loreclan who spend their fall and winter on the north bank of Clear Lake. Recently, tensions have grown between the two as settlers of Maywood disappeared while hunting within the Greenhill Woods. Exacerbating this situation, search parties found a knife belonging to one of the hunters and decorative trade feathers similar to those normally bound into the clothing of the Grass Sailors’ Loreclannic knights. Pools of blood were found nearby.
    7.  Into the Dragon's Maw
    A Level 12 Adventure for 5E
    Fifth Edition Fantasy
    is here! This adventure module is fully compatible with the fifth edition of the world’s first fantasy RPG, and is ready to play in your home campaign!
    Your stalwart band treks through the trackless jungle seeking the Dragon’s Maw Waterfall. At the base of the falls, behind a massive curtain of water, is rumored to be the cavern lair of a great wyrm. The local Xulmec tribesmen say the great dragon has not been seen in nearly 100 years, so perhaps its hoard lies unguarded and ready for plunder. But what role do the heroes play in a blind shaman’s prophecy foretold a century ago?
    This all-new 5E adventure module includes seven new magic items, and pre-generated characters can be downloaded from www.goodman-games.com to start playing right now!