D&D 5E EN5ider #459 - Adventure: Revenge of the Green Dragon

Today's EN5ider has adventurers aplenty delving into Fernholm Forest for the promise of treasure—yet all that awaits them is a maze of pain that ends with their deaths!

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  • 459. Adventure: Revenge of the Green Dragon. As a youngling the green dragon Aghrun was tormented by a group of adventurers, only barely able to escape with her life—now in adulthood, her wounds have healed but her pride has not. It is not all humanoids who bear the burden of her vengeance however, and she seeks only to torment the cruel breed of cowards who call themselves adventurers. To that end she's created a maze in her home in the overgrown Fernholm Forest, stocking it with all kinds of traps and tricks, and kobolds loyal to her wander about Elissar spreading rumors of great treasure awaiting in Fernholm. Unable to resist the lure of gold, adventurers are coming from all over and dying to Aghrun's delight. Can the party be victorious over both the dragon's traps and the others who seek gold and glory? This complete adventure can be run for both a party of 4–6 PCs of 16th level or competing parties of 12th level! Delightfully designed by Sarah Breyfogle, illustrated by Ellis Goodson, and featuring cartography by Meshon Cantrill and Russ Morrisey.
  • 458. Dangerous Scenarios: Bite and Seek. It's not atypical for vampires to play with their food and this wicked encounter fully embraces that lethal situation! A pack of children turned vampire spawn descend on the adventurers amidst a forested glade. Spots of sunlight can give the party an edge but it's not a simple battle, their foes delighting in the thrill of the fight and eager to take a few pounds of flesh along the way. Deliciously designed by Elizabeth Orchard, illustrated by Xanditz.
  • 457. Archetypes: Weird Warlocks. Sometimes after making a deal with the devil, a powerful fey, an entity from the great beyond, or whatever terrible thing has offered a sliver of its essence in exchange for a mortal soul, a warlock realizes what a terrible mistake they've made. That doesn't need to be their last terrible mistake though! There are two ways to get out of this peculiar arcane predicament—the Laughing Death patron and the Pactbreaker archetype—and though one involves a good bit of laughter neither is to be taken lightly. Dementedly designed by Mike Myler, illustrated by Phil Stone.
  • 456. Intriguing Organizations: The Vultures. Adventuring can be a messy business and when there's a lot of loot to deal with—the armaments of a wight queen's many skeletal soldiers, the silver bullion of a dragon's hoard, and the like—the logistics of turning a profit can be a hassle. Or the party can hire the Vultures to take care of it all for just a small percentage! These professionals are happy to handle whatever salvage is thrown at them no matter how bloody or gruesome the task may be. In fact they're quite comfortable with grim gigs. Maybe too comfortable. Discreetly designed by Peter Martin, illustrated by Deanna Roberds.
  • 455. Spells of the Holy Mission. It is often the nature of a divine spellcaster (clerics especially) to seek truths of one kind or another, to be the divine and moral compass for others that lack their wisdom. It is for these spellcasters that magic such as conscience exists (to force an evil foe to see the wickedness in their ways, at least for a while), though even an arcane investigator has use for final moment or speak easy, and every adventurer is sure to find something to like in this collection of a dozen new spells! Divinely designed by Elizabeth Orchard, illustrated by Xanditz.
 

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