From the depths of the darkest dungeons to primal dangers of the untamed wilderness, these adventures bind ancient mysteries, forgotten lore, and the allure of epic quests. Adventurers will explore realms unknown, face deadly foes, and discover tantalizing treasures and magnificent artifacts.
AAW Games brings you this collection of 17 complete and ready-to-run scenarios designed especially for discerning Game Masters who want exciting adventures and need them now. Begin the next chapter of your campaign!
Themed and organized for convenience, the Mini-Dungeon Tome for Level 6 PCs provides setting-neutral fantasy adventures suitable for parties at level 6. With all reference material included, this add-on holds everything you for hours of adventuring.
Offering contributions from all-star authors and game designers, the Mini-Dungeon Tome for Roll20 is the series you have been searching for. Always have a new adventure at the ready and test the mettle of even the most experienced players!
The following adventures are included in this add-on:
by Brian WÏborg MØnster for 4-5 heroes at level 6
A century ago a splinter group of assassins used these subterranean chambers as a secret lair and shrine to their vile goddess. More than 70 years ago a rival cult wiped them out; today the chambers should be unused and forgotten, hidden behind the collapsed entrance tunnel. Recently however, an ogre named Hendor the Cursed accidentally fell through the roof of one of the chambers. Today Hendor’s gang uses the chambers, although they have not been able to open all the secret doors within.
by Jonathan Ely for 4 heroes at level 6
This complex was once home to kind druids but some years ago monsters attacked, decimating the peaceful occupants and seizing possession of their former home. The trolls and their leader have since settled in the region causing periodic problems and wreaking general havoc.
by Stefanos Patelis for 4 heroes at level 6
The tale of the fiery comet crash and the haunting of the swamp is known. But now the bog waters are mysteriously drying out, the swampland thinning, and rumors surfaced of devils the comet unleashed. Only the bravest or the foolhardy would dare investigate. But will they be prepared to go against the Chrome Devils of the Swamp?
by Michael Holland for 4 heroes at level 6
Ahmad Sahir was a wizard of great renown, known for his devotion to Matan, Nar, and Shem, the three goddesses of divination and oases. After rescuing the goddesses from an unscrupulous sultan who bound them with foul magic, Sahir was gifted with a desert oasis. He commissioned a small palace to be built and devoted his life to the goddesses. Seeking revenge, the sultan cursed Sahir and when the wizard succumbed to madness, the goddesses withdrew from him. Sahir began to believe he must bind the goddesses as the sultan did to regain their blessings.
by Richard Develyn for 4 heroes at level 6
Because of services rendered, the PCs are now the owners of a small castle on the outskirts of the local kingdom. The castle’s previous owners, the actual adventuring group that built the castle, disappeared six months ago; the castle’s garrison disbanded once they stopped being paid. Tales of a strange pulsing blue light coming from the gatehouse is keeping people away from the abandoned castle.
The PCs have the castle’s deeds and keys—all they have to do is claim it.
by Jonathan G. Nelson for 3-4 heroes at level 6
At some point in their travels the PCs will be forced to camp within the cold and fey-infused Haunted Forest. This provides a splendid opportunity for GMs to introduce some local flora and fauna and possibly a couple hostile encounters over the course of the evening.
by Jonathan G. Nelson for 3-4 heroes at level 6
The Forest Maze twists and turns, writhes and wiggles through this part of the Haunted Forest. When the party begins to explore the maze, their path is suddenly cut off by a couple of forest fey tricksters intent on having some fun with the party.
by Justin Andrew Mason for 4-6 heroes at level 6
The desert settlement of Serena Hortum is located at the heart of an oasis that is surrounded by a vast desert. The only source of water and reprieve from the scorching sun for a hundred miles, the city is a regular stop for those who traverse the surrounding sand-buried wasteland. This has brought great wealth and prosperity to the city, but it has also invited corruption that lingers just beneath its immaculate façade.
by Michael Smith for 3-5 heroes at level 6-7
The town of Ghezbaldi has stood for millennia. Recent construction work to build a new inn uncovered the entranceway to a long abandoned underground complex. The builders of the inn, Edwyn and Jackson Cairn, took it upon themselves to drop down into the dark hallways of what some say is a long-forgotten thieves’ guild and explore. That was three days ago and now the other townsfolk are concerned.
by Stephen Yeardley for 4-5 heroes at level 6-7
In the sub-continent, some extreme religious cults have taken to eradicating the essentially neutral local weretigers. One such band, the law-focused Light-from-Darkness, developed a precise ritual that withdrew a weretiger’s essence to its exact last drop. When one weretiger somehow resisted the ritual three times, the temple’s followers became unsure what to do, so did nothing. This gave Kaanne Tiikeri—a rakshasa—an opportunity to learn about his captors even as they began to realize their mistake. When Tiikeri’s chance came, he escaped his chains, assumed various temple members’ forms, and slaughtered them all. Now he rests and ponders the fate of those nearest and dearest to the former clergy, for revenge calls. . .
by Rory Toma for 4-6 heroes at level 6-7
Rising over 85 feet high, the Candelabra Towers appeared out of the mists, near the front gate of the city. The watch, first on the scene, noticed an entrance near the base. As they approached, a lightning bolt shot out from one of the towers, obliterating them. Shortly after, a large area surrounding the city turned into roiling pits of lava-like boiling mud. With the entrance to the city blocked and the towers obliterating anyone who approaches, officials need help.
by Michael Smith for 4-6 heroes at level 6-7
Many years ago, Tibor, a wizard with an overwhelming desire for knowledge of the plane of shadow, locked himself away in a tower to pursue his studies. Shortly thereafter, his tower was consumed in a dark explosion, and the mage was assumed dead. However, assumption can never be taken as fact, and now the PCs have stumbled upon a hidden stairway where the tower once stood, leading down into the shadowy earth below. . .
by Stephen Yeardley for 4-6 heroes at level 6-7
A teleportation circle brings the party to a crossroads: floors, ceilings and corridor corners glow red; elsewhere pulses a soft white light. Everything is ceramic (relevant check DC10). The ceiling has four hollows: a circle, square, cross, and triangle. Experienced travelers call this place “The White Wolf”.
by Stephen Yeardley for 4-6 heroes at level 6-8
The Underworld’s layers hide many mysteries. Vast, long-abandoned, deep-set cities exist in the dark. One such site houses Urkkia, a gnome spy who was more. . . but is now less. . . than he appears.
Over time, Urkkia perfected ways to manipulate shadow, particularly the Plane itself. He became an efficient spy; nothing seemed safe from him. As the bounty on him grew, he retreated further from the surface to this safe house. Here Urkkia built his ultimate creation: the Room of Infinite Space. But his links to the Plane as “something real” attracted powerful shadow beings; they sent a horde of shadow beasts after him recently. He destroyed two, fell to the third, but was ready for such an event.
by Ben McFarland for 4-6 heroes at level 6-8
Duergar cultists infiltrated an abandoned section of a local mine, planning to infest it with spores of their ancient fungus god by opening a planar rift. However, their preparations drew the attention of the miners, and a group of deep gnomes interrupted the ritual. Unfortunately, neither side was completely victorious; now a standoff ensues between survivors while the monstrous servants of the fungus god create a nest, threatening to expand beyond this warren of tunnels. Miners reported a formerly abandoned section of mines as haunted, with strange noises and a lift, which occasionally functioned without someone touching it. A group of svirfneblin mercenaries offered to investigate two days ago but never returned. Recently, the lift rose up out of the darkness with a bloody activation lever lying in the center of the platform. “Ghosts don’t bleed,” retorted the foreman, and quickly engaged the characters to descend into the lower tunnels and determine what happened.
by Will Myers for 4-6 heroes at level 6-8
After meeting with Viscount Sihteeri, the PCs are in the dining courtyard, discussing the best way to approach their task of sweeping the royal party’s chambers for danger. Prince Ruhtin and Princess Lumi enter the room and approach the main dining table, apparently discussing the upcoming nuptials. As the two lovebirds are engaged in quiet conversation, the room is filled with a tinkling sound followed by a grating noise, as if someone was rubbing the edges of two pieces of glass together.
Without warning, shards begin to fall from the glass ceiling of the room. A glass—carrying a salt golem—crashes onto the guest table farthest from the main dining table, collapsing it and sending glass shrapnel into the air with a loud crash. A moment after the air has cleared and some of the kitchen staff have poked their heads in to see what the commotion is, a form rises from the impact site and throws pieces of the broken table in random directions. The kitchen staff quickly duck back into the kitchen.
A crystalline creature lies sprawled on the floor, turning what passes for a head until it focuses on Lumi. It moves towards her quickly, shoving furniture out of its way. The golem’s goal is to capture Lumi for its as yet unknown master.
by Will Myers for 4-6 heroes at level 6-8
The Huntsman knew that he was implicated in Lumi’s disappearance, so he rigged a few surprises for people to find after he was gone. The Huntsman was skilled at building traps for game, but when it came to designing them for people, he did the best he could.
The Roll20 version of MDT 5E: Level 6 Adventures includes the entire content of these 5e adventures, fully integrated into the platform. Included in the Roll20 version:
This adventure will work as an Addon:
Prepared for Roll20 by Ancris IT
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)