The Blackstaff has discovered an oddity in the Weave that surrounds Waterdeep. The enigma may have been there all along or it might be new and the Blackstaff intends to figure it out using an ancient artifact from the reign of Emperor Shoon III. Part One of the Folded Time Trilogy. A Two-Hour Adventure for Tier 1 Characters (Bonus objectives are provided to stretch to 4 hours). Optimized for APL 3.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system
Ever been on a long running campaign and in one of the sessions one or a few players couldn’t make it? This adventure was made to be used as sort of a filler episode to fix that. Made for a small party of 1st-4th lvl characters and to be played in a single session. Story summary - The Gold Knife Bandits, a gang formed by a former army squadron that deserted. They are remarkably loyal to each other and are known in the area for attacking army caravans and camps. However, after several months of unfortunate loots. They decided to house a cultist of Beshaba and do what he asks to take away the curse of misfortune the gang is obviously under. Unfortunately, that includes using some members of the party as a sacrifice. The party will find the bandits cavernous hideout, clear through it, face the cultist, the Bandit's old boss, or both! All in a day’s worth of adventuring.
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
The Doom Desert in the Decanter of Delirium is an exotic OSR romp through a mysterious world of riddles, puzzles, inscrutable denizens. 5e compatible, this love letter to psychedelia is as vivid and beautiful as exciting and surreal. Get wrapped up in conversation with the dead drunks at the last saloon on earth, solve the sphinx riddle and discover the secrets of the Ziggurat, or break bread and wine with whispering harpies or the sun itself. This compelling narrative is written by Austin Holm and captures the exploration, social, and challenge pillars of a great game with the deft prose of a poet. With art by Maya Bee that captures the essence of the adventures many stunning scenes and characters. Your players will thank you for this one.
Riverton is in Peril! Chaos has reared its ugly head in the troubled town of Riverton! You and some new friends have left home to seek your fame and fortune. Brace yourselves, opportunity is about to hit you right between the eyes! The time has come to show you were made for better things than scratching out an existence on some hardscrabble farm, or slaving away in the hold of some perfumed and effete Peer of the Realm. Grab your sword, don your armor, ready your magic wand; adventure awaits!
The City of Bergholt lies upon the southern shores of the Interzae. Her crumbling walls and ancient cobbled streets are little more than a backwater, controlled by powerful merchants and thieves. In these darkened streets and twisted alleys people claw their way to the top through violence and guile. In Bergholt, the fear lingers in every shadow. In By Shadow of Night you’ll find a complete detailed description of Bergholt, a rich cast of NPCs who all have their own plots and plans, over 20 encounter areas, including a small dungeon and a large fold-out map of the city. All this setting material comes to life in the dark and deadly adventure, also included within, that is By Shadow of Night. By Shadow of Night picks up after the Death in the Treklant series, available from Troll Lord Games, though it can be a stand-alone adventure if desired.
Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But fate takes a hand as a noble djinn seeks to fulfill an ancient wish... In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes. TSR 9584
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.
A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152
Important: The adventure is 1e but it has monster conversion notes for D&D 4th edition The town of Highport, once a human community overlooking Wooly Bay from its perch on the northern coast of the Pomarj, fell prey to hordes of humanoids swarming out of the jungle-covered hills surrounding the settlement. Though the orcs, goblins, kobolds, ogres, and gnolls razed much of the place in their ferocious rampages, the smoldering ruins they left behind soon became a new kind of community, a place of trade between the humanoid “locals” and the unsavory human traders who have no compunction about doing business with them. Slaves are a commodity in ready supply in Highport’s market, since many pirates raid up and down the coast of the bay, putting fishing villages to the torch and filling their holds with captured refugees. Slavery has become a thriving business in the town, and rumors abound of a cartel of Slave Lords who run things from behind the scenes, filling their coffers in secret from the buying and selling of human chattel. The trade has become so prolific that the good folk to the north have grown tired of these depredations and decided to fight back. Forces of righteousness and honor have recently descended upon Highport, some openly and others in secret, in various attempts to destroy the machinations of the Slave Lords and abolish the abominable enterprise that has taken far too many loved ones from home and hearth. One such doughty servant of goodness is Mikaro Valasteen, a cleric of Trithereon. Mikaro slipped unnoticed past the crumbling walls of Highport with a single mission: to rescue and transport as many slaves to their freedom as possible. Mikaro and a handful of faithful assistants located a number of escaped slaves—as well as rescued a few more not sufficiently restrained and guarded—and shepherded them through the gates and beyond the reach of their humanoid tormentors, returning them to their lands and homes. This covert freedom brigade enjoyed remarkable success early on, since the servants of the Slave Lords were often lax in their vigilance and sloppy in their efforts to prevent loss of the “merchandise.” After one too many shipments never made its destination, the humanoids stepped up their security and the normal channels of escape from Highport closed to Mikaro and his team. He cannot risk exposure by smuggling the freed slaves through the gates as merchandise any longer, since shipments of goods are now regularly stopped and checked. No longer able to free the slaves in that manner, Mikaro began hiding his charges in an abandoned villa in a particularly rundown part of the town. Although they are safe for the moment, their numbers have grown unmanageable, and the priest fears it is only a matter of time before someone slips up and brings slavers to their doorstep. Ever more desperate to find a new means of escape from Highport, Mikaro has started work on a plan that is both daring and dangerous. He intends to use a series of old sewers coupled with natural caverns running beneath the town as an escape route to the sea beyond the walls. But he needs someone to clear out the creatures and pitfalls he knows lie within. Pgs. 2-27
On the world’s first offshore rig Captain Seaslick and his crew are drilling for dragon essence - a rare and valuable substance often called Red Gold. They’re about to be filthy rich, but not everyone’s happy for them. Dragon cultists have infiltrated the rig and are trying to steal a stash of the precious essence for their rites. In their eagerness they’ve magically sped the drill up to a perilous rate. With the rig rattling and falling apart around them, will Seaslick and his enterprising ex-pirates team up with nature worshipping tribes folk to defeat their shared enemy? And will they escape with their liquid hoard, or will the sea have her revenge for their greed?
Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18
An ancient legend, a missing wife, and a broken heart that time won’t mend. Part 4 of the Evenflow Saga
This Digital Quarterly is built around a series of four micro-dungeons that can be used as an introduction to The Roslof Keep Campaign for characters just starting out. These dungeons should allow for a small group of players to not only become familiar with each other but also gain a level before taking up the banner of the Ivory Scimitar and entering Mithelvarn’s Labyrinth. As Roslof Keep is built around characters being asked to take up the Ivory Scimitar banner, it makes sense that they wouldn’t be completely ‘green’ and also might have gotten a bit of a reputation within Daern Kelton and Roslof Keep as trusted adventurers who are looking to help out the locals. This reputation can be used to bring The Folio: Digital Quarterly #6 the characters into the sights of House Aldenmier and, therefore, push characters into the campaign on a more realistic basis. It should also be noted that beginning Dungeon Level 1 with a level of experience is something that will be invaluable to the party and the early stages of the campaign. This adventure is formatted to both 1E & 5E gaming rules.
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!