I need a 5th level adventure, and fast.


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WoTC's Forge of Fury?
Arguably the best of their 3.0 modules, little if any real conversion work needed, solid dungeon crawl. Supposedly for 3rd level, but tough enough that 5th level PCs should be challenged. Probably on the sale shelf of your local store.
 
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I can thoroughly recommend the Banewarrens for a 5th level group.

However...
This is a module that requires a lot of preparation from the DM. There should be enough at the start of the module though to get your group on their way and then by the next session, you will have hopefully had enough time to really work the module out, it's got plenty of things going on all over the place. A lot of fun and a good chunk of dungeon stuff for you hack and slashers.

Best Regards
Herremann the Wise
 

Have them sat in a tavern, supping ale and relaxing. All of a sudden the floor erupts, and an Earth Elemental sets about destoying the tavern- make it tough enough to be a challenge, but beatable. When defeated it melts back into the floor. At this point, the locals start to panic even more- a massive wall of thorns has sprouted around the town in a matter of moments! After letting them tool around for a while trying to find out what they can, a large bird drops from the sky and takes the form of a druid- one whose pretty miffed at the town's treatment of the woods and surrounding land. He and his druid pals have decided to crush the town as an example to all that nature must be respected. (NE druids are always fun). However, he saw how the PCs handled the Elemental- and maybe has heard something of their earlier exploits?- and has an offer for the town, and the party. If they perform a task for the druid council, the town will be allowed to live (assuming they mend their ways). Of course, the task involved is a dungeon bash in the nearby ruins. Try a ruined and forsaken temple to one of your campaign's evil gods of death. (If in Greyhawk use Nerull, for the Realms Myrkul etc)

Anyhow, the temple has some icky bad artifact of evil buried in it's depths- which is causing nasty mutations in the forest and wildlife, and it needs removing and destroying. The druids cannot enter the ruins due to a powerful ward placed by the clerics long ago- before they were slain in some unknown event. (Unknown by the druids at least, Turns out they tried summoning an Apsect of their deity, messed it up and got gakked by whatever they summoned- which promptly went home). So now the surrounding woodland is home to some nasty mutant animals, and the temple itself is filled with undead priests, a few outsiders that came through the portal when they summoned the Aspect, and a few minion monsters that hung around in the ruins to keep out of reach of the druids.

The maps from RttToH on the WoTC website fit quite well, and all you need do is place a few nasties and traps. The Druid NPC from the DMG works well- just make him slightly too hard for the PCs to take out. (Also works as a possible reccuring foe, or dubious ally). Anyway, that's off the top of my head, so not too great an idea- but maybe it'll help get your juices going. Hope it helps sir.

Edit: If you do go with something similar, you've now got the PCs trying to deal with a nasty artifact of evil, and possibly the followers of said evil god wanting it back. Enough to last a while. And here's the link to the maps, http://www.wizards.com/default.asp?x=dnd/mw/20031204a (the temple and a dungeon bit beneath).
 
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[get the PCs there as you wish, I recommend someone they like or owed them some gold went missing in the area], detemine your own DCs, you know what your players can handle.

In a forest area off the beaten path, sized to fit your campaign, there is a problem pc’s will notice after a while in the woods. While seemingly normal, the woods are a touch empty of life. Call for Knowledge nature checks 15= unnatural situation 20=sky life still fly overhead 25= ground dwelling vermin seem unaffected.

Large creatures passed though here somwhat recently as far as track is concerned [giants, and monstrous humaniods]

Try to press the odd quiet of the woods. At an opportune time, if PCs have not yet checked the trees, call for spot checks [dc20][if that is not too high for your PCs].Those who succeed notice a strange object in a tree bough. If investigated, it is a few sticks lashed together. If they fail the spot checks, stress that it could have just been their imagination playing thier nerves.

Decrease the DC the deeper they go into the woods, as the sticks increase in number. Eventually only someone with a 3 wisdom won’t notice them. After several are collected Read magic or a spellcraft check reveals they may be a part of a spell but the actual shapes are too few so far to make any sense. An Int check DC10 gives a player the idea to sketch the stick symbols.

Soon they see a stone building ahead, with ramshackle wooden doors and windows boarded up, with a modest supply of firewood in several piles nearby some along the old fence surrounding it [20’ or so feet. from the house. A Humanoid is tied to the roof, it writhes as if in agony, its face is bloody. If the PCs approach the house, there seems to be a rope wich can release the being if loosened, but 1. there is a trap that if not detected, will coup de grace the tied up humanoid and spill the entrails on the person who was trying to release the victim. 2. The piles of wood and doors and window boards animate as man shaped, medium animated objects, once someone is adjacent to the house. If it suits you, allow the animated wood piles to toss pieces of itself as javelins, dealing itself a point of damage doing so. The HP and hardness in comparison to the low attack & damage of these critters let you toss several without a lot of fear of the players getting brutalized. They attack all creatures except those tied up, giants & hags. They will pursue until the foe leaves the forest.

ANIMATED OBJECT
Animated Object, Medium
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 40 ft. legs, 50 ft. multiple legs
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; hardness 5 also see text
Saves: Fort +0, Ref +0, Will –5
Abilities: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —


More later…..
 
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Since I realize that you need it quickly (by tomorrow), I will spare telling you to find something in a store and try to recommend some things online:

First, try http://www.wizards.com/default.asp?x=dnd/oa/20030530b for a list of free adventures by level, all available right there on the site.

If you don't find something there, check out http://www.rpgarchive.com/index.php?sysid=37&page=adv&sort=Alpha

Between those two sites, you should be able to find something to keep them occupied for a session until you can get out and buy some Dungeon Adventures magazines, Forge of Fury, or possibly the Vault of Larin Karr by Necromancer Games.

DM
 


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