The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
A few weeks ago, a neogi flying ship met with misfortune in a furious thunderstorm as it was setting out on a long journey. Heavily damaged, it crashed on an isolated rocky beach. Several neogi and their slaves were killed or injured in the crash, but five of the small monsters survived, along with four umber hulks and a handful of other useful slaves. Under the leadership of the sorcerer Neex Hist, the neogi are working to repair their ship so they can continue their interrupted voyage. In the meantime, they have set up camp in a large sea save close by the site of the shipwreck. While the repairs continue, the neogi and their minions are scouring the area for anything of interest - there's no point in leaving potentially valuable merchandise in the vicinity of the crash site, after all. Pgs. 101-106 Suitable for lvls 6-8 in 5e, using 5e stats.
Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.
There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
Ambushed on the road by goblinoids and then follow them to their lair in an old, abandoned hunting lodge in a forest. This is a short adventure that can be played in a session. The Goblins’ Gambit is perfect for situations where the party suddenly decides to go completely off the rails and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. This adventure can be used in three different ways - The starting adventure - This is a great adventure to start a new campaign with. A good option to use for a brand new group of players A random encounter - This is perfect for use for a random encounter along the road A retrieval mission - This adventure can also be used as a low level mission from a patron What is included? The adventure pdf DM's map of two different locations Two high resolution (8192x6144) maps for an abandoned hunting lodge and a roadside encounter (grid and gridless), which can be printed out as a tabletop map to play on.
A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.
Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monastery is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters.
Tristan Harpell, a self-centered though likeable young mage, has bought a magic village! A month ago he sent his servant off to take possession of it, and he's heard nothing since. Our heroes are sent to investigate - and find an adventure unlike anything they've experienced before...
The lost city of Archaia - an ancient ruin sunken into the earth - lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians. Are you brave (or foolish) enough to delve The Forbidden Caverns of Archaia? The Forbidden Caverns of Archaia (FCoA) is a 296-page classic megadungeon for use with any old school fantasy role-playing game. The pages of Forbidden Caverns are crammed full with new material, maps, amazing art (including special surprizes by former TSR artists), as well as an amazing colour cover art by Ex-TSR artist Erol Otus that matches Barrowmaze Complete as a sister-book. The Forbidden Caverns of Archaia will keep your players on their toes and your campaign going strong for years. FCoA is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).
For as far back in time as the tales of history stretch, the area bordering what is now the Lands of Launewt has been a foreboding, practically impenetrable forest. When the lords who ruled the various borderlands united to form the Council of Launewt a century ago, the forest was in the same physical condition as it is now: thick, dark, and expansive, said to be so dense at the center that sunlight pervaded the foliage only on the brightest days. Pgs. 41-56
A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.
The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. Pgs. 16-34
He wanted a scabbard - but got the shaft. If the book is to believed, there's a magical sword - completely unguarded! - ripe for the taking. This short adventure starts with the players finding a diary describing the final resting place of Hrothgar and his powerful intelligent sword. In a quest for the sword, the players investigate a small cavern system and find the sword in a gelatinous cube. Pgs. 32-37
The heroes get to kick some bhut. Beware of cheerful--and long-fanged--employers! While traveling along a lesser road, the PC's encounter a small merchant caravan traveling in the same direction. The merchant leader wants begs the PC's to travel with them, if only for companionship. The creatures, called Bhuts, are found in Creature Catalogue (AC9) published in 1986 by TSR. Pgs. 30-36
"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097
Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets. The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes?or die trying. Goblin's Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure. TSR 9347
The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.