Urban Uprising and Oldschool Dungeon Crawling. A hobgoblin horde has subjugated the city for Freystand, searching for a relic of their god. Will the heroes save the town from the tyrannical hobgoblins? Will they discover the true purpose of the Bloodthrone of Maglubiyet? Work with the rebels of Freystand to sabotage the hobgoblin's by completing objectives in the city. Crawl the warrens to find and destroy the Bloodthrone of Maglubiyet. Discover the true purpose of the throne and cosmic horror that threatens the world. Designed like an old-school dungeon crawl but with modern sensibilites.
This module features 5 locations ready to be put in any D&D 5e game. It features these 5 locations: - An old warehouse (lvl 1) An old building occupied by a gang of Kenkus that are trying to build a mechanical way to fly. - Ruined Sanctum (lvl 2) A decayed temple lost to time, some decades ago it was breached by some blights and they still use it as a resting place and a trap for adventurers. - The Lunar dove (lvl 3) A small and secretive brothel used by the elites. Unbeknownst to them, however, the Owner spies and hoards secrets to use to their advantage. - Cave of Mending (lvl 4) A cave with a magical healing lake, protected by a Druid that uses it to heal the wildlife from the surrounding area. - The temple to Xotarr (lvl 4) A hidden temple to an evil God where the cultists partake in calculated sacrifices.
The yuan-ti anathema, Hessatali, calls out to his yuan-ti faithful from his prison in the Abyss. His network of vipers has uncovered the ruins of ancient Ss’tatha’lass and the Fane of Hessatali, a fountain of pure venom that will return the demi-god to life. Above the buried ruins of Ss’tatha’lass, yuan-ti agents have moved to control the politics of Scornubel. The characters fall into a complex yuan-ti plot that spans the breadth of the realm, pits the heroes against the forces of the Abyss, and explores the culture of the yuan-ti.
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.
Men always seek the blood of monsters. Some spill it to avenge their massacred families. Others swim through an ocean of gore to find treasures worth the envy of kings. A few know blood can be a priceless treasure in and of itself. Alchemy has long used the lifeblood of monstrosities as arcane fuel, and of all the legendary beasts, the blood of the gorgon holds the most secrets. Few know the blood's darkest lore, its ability to draw out the monster within every soul. Those who drink gorgon's blood are forever changed, and the darkest horrors of their mind unleashed. The heroes hunt a deadly murderer who stalks the streets of the Free City of Zobeck after nightfall, and cross blades with a guild of monsters who rule the city from below. Lucky heroes might risk no more than their lives. Unlucky heroes must wager their souls in a game where monsters and men dance close enough to share their blood and their fate.
The small town of Boldon, and its surrounding villages are afraid. Dozens of people are missing, some speculate lost to some nefarious purpose. A broken drunkard tells fantastic tales of an evil temple and the horrible things within. The rare few who know the legends and history of the region are beginning to think the dark times have returned; not seen since the fall of the first age of man. People are beginning to feel the icy fingers of fear closing in. The party becomes aware of these events, and is inspired to investigate. This leads them to a broken man who tells them a story of a lost temple. Has it been rediscovered by men seduced by its forgotten evil? The drunkard’s tale leads to others who might help the party discover more before they face The Lost Temple of Forgotten Evil. Published by Fat Goblin Games
Life on the Moonsea isn't easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters: A ghost ship has been striking small coastal villages, leaving its victims whispering about the "eye of the dracolich."
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
The Dreaming Caldera involves the players infiltrating a volcano teeming with monsters that are intent on constructing a chaos god. The players must navigate through the hostile environment, disrupt the monstrous activities, and ultimately prevent a catastrophic event. 27 keyed locations Written for the Old-School Essentials (OSE) rule system
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.
Everyone in the villages that once made up the Kingdom of Lilies knows the tragic tale of Queen Niva Brysis, a fair and beautiful sovereign from a past generation. The queen and her kingdom are often thought of in the same regard; the kingdom didn’t truly come into being until her birth, blossomed in her youth, and wilted away as the queen aged and succumbed to madness. Of course, this is in the annals of history now, as Queen Niva died decades ago, crazed and alone in her mountain keep… right? Not according to a new cult calling itself The Queen’s Adherents. This group not only claims that Queen Niva is alive and well, but she has regained her youth and former beauty. What’s more, they promise any that join their ranks may receive their queen’s blessing and become immortal themselves! The PCs are ultimately the ones that need to dissolve the cult from growing, and in doing so look into the mystery behind the queen’s enigmatic return. But be careful, because if looks could kill, this mission could be murder! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.
Welcome to the town of Talos, where things are fairly peaceful aside from the ritualistic sacrifices that have been occurring lately. Have a lovely dinner that ends with your party being trapped in a cellar, bound and one member short. The clock is ticking to see if they can solve the mystery of the cult and find their missing companion before it is too late.
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
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a tunnel complex full of dragons trying to eat each other, - a desert palace of sorcerous mummies trying to restore life to the wasteland, and - an ancient cathedral where zealots of Chaos try to summon unspeakable terrors from beyond the stars. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 7, 8, and 9. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for mid-level characters Level 7-9 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
The Cult & the Tribe Lizards and Goblins and Demons, Oh My! DUNGEON MODULE T1: THE CULT & THE TRIBE Goblins weilding magical blue fire are attacking the peaceful lizardfolk in the swamps near Timbertown. They've come to the humans for help, and Baron Ferrand needs heroes to head into the swamp and find out what's happening. As if that wasn't enough, demons are roaming the countryside, summoned by cultists of the Fraternity of Tharos, one of whom is secretly an important person in the town. Can you help the lizardfolk and keep the town safe?
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).
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.
A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands? A four-hour adventure for 1st-4th level characters.
The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.