A serial killer is stalking the unsavory citizens of Baldur's Gate and freezing them solid! Discover who or what is responsible for these chilling crimes and unravel the killer's twisted motivations in this adventure for Baldur's Gate: Descent into Avernus! This adventure includes: 1 New Neighborhood for any Urban Location, 1 New Creature, 3 New Magic Items, 5 New Shops & Taverns, and 12+ New NPCs!
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk.
Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.
The Dread tunnels of Ruxbar were created by a cult of a lesser evil deity of the giant pantheon, known as Jargain to serve as a planar gate in hope of bringing chaos and destruction to the natural order of the world and power to the one who would control the gate. Ruxabar was the high cultist who completed the ritual but to his surprise nothing of what he expected came through the gate. Plague creatures, toxic gases and vapors, diseases of all kinds and decay lay quick waste to him and his cult. For some time the gate remained open and the settlements nearby were afflicted with diseases never seen before. The nearby town of Stagwood was quickly abandoned due to the plague. Rumor has it that the gods have weakened the gate and the cult has been destroyed. The remaining villages that managed to somewhat resist the plague are now hiring brave adventurers to venture into the tunnels and close the planar gate for good! Are you capable enough of surviving the horrors that reside in the Dreaded Tunnels of Ruxabar? Published by Mistfactor Press
The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.
The Feystone Shards is an adventure for characters from levels 5-8, optimized for 4-6 player characters. This moderate length campaign should have 20+ hours of gaming, all focused around the Forgotten realms area of Red Larch. The Heroes are tasked to find five fragments of a shattered Orb, once worshipped by a faction of Elves. The search will take the party to a haunted Citadel, as they seek the scattered remnants of the Feystone. From a city of Stone Golems, to an alchemist's underground lair - the players will face obstacles and enemies that will challenge their very resolve. The Heroes will need to discover the secrets of the bauble's fey magic, finding the lost Elvin city where the Orb was once worshiped as a God. Join in the hunt for the Feystone Shards, and see if your characters are ready to transcend common Heroes...and become Legends.
In the Anauroch desert, darkness is growing. The followers of the Vile Spore Goddess Zuggtmoy have stolen the dreams of the Bedine Seeress Deja, trapping them in an eldritch artifact. Unless her dreams are returned, the Seeress will descend into madness, and her people along with her.
Drawn by greed or curiosity the adventurers enter the strange ruins of castle of madmen. Terrible monsters stalk the hallways, but the greatest challenge is not merely to survive but escape with their sanity intact. The Palace of Sweet Dreams sends the adventurers on a different and challenging dungeon exploration, where wits and smarts will be key to survival. Those who the masks may seem harmless ... The adventure contains new monsters and magical items to keep your players on their toes and let them discover how magical items can present their own adventures. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour adventure for 1st-4th level characters.
In the flooded temple is hidden a great treasure, and the adventures are in race to get there first, but the ancient temple is the home of Death's Messenger and several cults each with their own agenda. Will the adventurers survive or be dragged off to the lands of the dead? The Flooded Temple is a low-level OSR adventure based on the greatest RPG ever written as system agnostic and easily adapted to your favorite version. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure contains several new items to entertain your players, and several challenges for them to overcome as they encounter the residents of the abandoned temple. The Flooded Temple also have a prequel, Tomb of the Dragon's Heart, and a sequel, Grave of the Heartless. Published by Greis Games.
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited. Spans levels 1-10.
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…
An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?
A galvanice weird has torn apart an Izzet laboratory in the Blistercoils. The weird’s path of destruction leads to Tin Street where the weird was spotted being subdued and taken aboard the notorious Palace of Pain’s Pleasures, a mobile Cult of Rakdos performance stage. To return the weird to its proper owner and discover the mystery behind its bizarre behavior the party must brave The Palace of Pain’s Pleasures! The Palace of Pain’s Pleasures is a 2-hour Guildmasters' Guide to Ravnica adventure for 2nd - 3rd level characters. Picking up where Off to a Weird Start left off, this adventure is designed to be part of an ongoing campaign. For Dungeon Masters who wish to incorporate The Palace of Pain’s Pleasures independently from the ongoing story, 20 Adventure Hooks (two for each guild) are included, giving The Palace of Pain’s Pleasures flexibility for one-shot play or for inclusion in your own campaign! The Palace of Pain’s Pleasures contains: A new location that is also a magical construct. New trinket tables for the Cult of Rakdos. A new NPC antagonist (or contact), Ophyira, the star performer of the Palace! Two new magic items. One new spell. Discover the secrets of The Palace of Pain’s Pleasures TODAY!
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/
Famous hunter and Resident Hero Task of Alivast welcomes you on your journey to becoming an adventurer.However, when his son Tarusk is kidnapped he will need your help to get him back. Yet something stale is on the wind. A cult following an evil Demi-god stands in your way and help may come from an unlikely place. Thus begins the quest of a lifetime for you and your fellow adventures. travel through forests, cold mountains, and even a trip beyond. Meet NPCs of original creation and some you may know of. But be ready, for sometimes... You may need to peer beyond what is before you to live. This is the first of a series of fan modules I'm working on. SO ENJOY! I have 6 planned so I hope you will be patient with me. Either way, I'm sure this small adventure will entertain you. Thank you to the Unexpectables Crew (Monty, Connor, Zito, Gaijin, Taka, Ed) For inspiring me with a world and characters I want to write about. Thank you to my Beta Readers (Tixdixl, Magologue, and KingKiwi). You were a great help. Thank you to the fans who allowed the show to go on for so long.
Bandits have kidnapped the eldest child of one of Timbertown’s prominent citizens, who is secretly being manipulated by shadowy forces. You are tasked to get her back. But there are questions. Is she his real daughter? Does she want to be found? Who is behind the kidnapping in the first place? If you bring Evi home alive, your rewards will be great, and your standing in the town will increase. But if you fail, or if the demon worshippers of the Fraternity of Tharos gain a further foothold for their secret society, Timbertown's future may be in jeopardy. This adventure can be played in any frontier campaign area, but is set in the author's home campaign setting of Timbertown, a barony in Impiltur, a kingdom on the Sea of Fallen Stars in the Forgotten Realms, also available from the Guild.
"Every year, the Awakening Festival draws folk from across the rich expanse known as Godsbreath, uniting celebrants as they tell their history in song and set the course for the upcoming year. But the mood turns grim when a group of farmers suddenly turns violent, manipulated by an unknown magical malady. In the aftermath, well-known trader Aunt Dellie fears for her goddaughter Kianna-a worker at the farm the attackers came from, deep within the outlying farmlands known as the Rattle. When characters investigate, they are pitted against a lurking evil that uses a young woman's grief and loneliness to lure new victims." Roll20VTT