A Collection of Nine Traveling Adventures
Why is "getting there" only half the fun? From Here to There presents nine all-new adventures focused on traveling from point A to point B. Sure, your players may be going from one dungeon to another – but why not spice up things in between? From aerial assaults to haunted bridges, From Here to There turns "getting there" into a lot more fun! Covering levels 2 to 13, this compilation has a place in every campaign.
This adventure compilation includes the following great adventures:
The Quick and the Dead (level 12), by Aeryn Rudel: While en route to their next adventure, the PCs pass through a thick copse of trees and are ambushed by a group of quickling muggers. The quicklings, however, do not attack to kill; instead, the little fey attempt to snatch a valuable item from each PC and and then race off into the forest!
When Madness Seeps Through (level 5), by Philippe-Antoine “ChattyDM” Menard: While traveling from a nearby town to their destination, the PCs spot a group of aberrant humanoids running across the road, each clutching struggling humans who call for help. Chasing the humanoids or following their trail deeper in the forest, the PCs find a forgotten temple occupied by the corrupted remnants of cultists.
The Deadly Blue Yonder (level 13), by Brandes Stoddard: A group of evil cultists discovered a nest of wyvern eggs, and when those eggs hatched the cultists trained the wyverns as mounts. They have used this remarkable advantage to establish a dominion over the local countryside. As the PCs pass through their territory, they must defend themselves against aerial attack!
The Toll Station (level 6), by Adrian Pommier: While passing through a toll station, the PCs are beset by nightmare creatures pulled from the imprisoned minds of the road wardens. To awaken the sleeping guardsmen and end the attacks, the PCs must smash a profane idol and defeat a demon of the Nightmare Goddess!
The Crossing (level 4), by Chris Dias: The PCs are traveling near a river or through mountainous terrain when they find themselves in a thick fog. As they venture further, they come to a bridge. With no sign of alternate routes, they must make their way across. The bridge is an illusion generated by a predatory monster called a chosis mimic – a psychic creature that feeds on the life spirit of those traveling near it. The illusionary bridge has no beginning and no end, and no matter how long the PCs travel, they never reach its end before they reach theirs – unless they destroy the chosis mimic!
The Hanging Tree (level 5), by Lee Hammock: The village of Tarrow has been using a local hanging tree to execute criminals for centuries, but now an innocent man has been added to its roster of the dead. The spirits of those previously killed on the tree have now risen up in a quest for vengeance, making travel through the area very difficult. After escaping from the undead raised by the hanging tree, the players reach Tarrow and discover why the spirits of the tree are restless by talking to the locals.
Flying High (level 2), by Colleen Simpson: The PCs are en route to their next adventure, traveling through a lightly wooded hilly area, when they are swooped upon by steelwing hippogriffs, which attempt to carry one or more PCs to their nest site. When the PCs arrive at the nest area, they observe kobolds attacking the steelwing hippogriff nests. The steelwing hippogriffs need the assistance of the heroes!
Mystery at the Wandering Wineskin Inn (level 5), by Ken McCutchen: The adventurers are resting comfortably at an inn. When the sun rises on a new day, the characters discover that one of the party members is missing! There are several items out of place in the room, and a search reveals several interesting clues. To locate the missing character, the party must gain knowledge about the missing companion, overcome misdirection from false allies, and defeat the brigands who are holding the missing character for ransom.
The Hunting Party (level 2), by Brandes Stoddard: In the wilds, the PCs encounter a large group of goblins. The normally aggressive creatures recognize that the PCs carry their weapons with experience and skill, and they are reluctant to engage a foe who could cost them many of their own hunters and foragers. They even go so far as to buy off the PCs with a side of boar meat or venison from a recent kill.