A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.
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 valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
The River's Curse is an exciting and challenging adventure for your favourite tabletop role-playing game. Set in a mysterious and dangerous wilderness, this adventure takes players on a thrilling journey to uncover the secrets of a cursed river and the powerful entity that haunts it. With detailed maps, unique encounters, and intriguing characters, The River's Curse is a must-have addition to any game master's collection. Whether you're a seasoned adventurer or a new player, The River's Curse will test your skills, your wits, and your luck. Are you brave enough to face the curse?
Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.
The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).
“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.
As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins! Part 4 of We be Goblins series
It's a frigid New Year's Eve, and the heroes gather near midnight in a small condemned tavern wihtin the Free City-State of Gate Pass. Located in the mountain pass which separates two hostile nations. Gate Pass has been neutral since the end of their last war. That neutrality is about to be put to the test, as a scourge comes for the city from the nearby empire of Ragesia. By now, every magic-user in Gate Pass knows of the Scourge. The Emperor of Ragesia died barely a month ago, and a witch named Leska has moved to cementer herself as the next empress. Leska leads the Ragesian Inquisitors, clerics specialized in countermagic and has decreed ass disloyal mages to be tracked down and killed to prevent future threats to the empire. Their first target is Gate Pass, whose neutrality has long been viewed as an insult to the nation's honor. This is the first of twelve adventures in the War of the Burning Sky adventure path from E.N. Publishing.
Under the Temple Crypt is the first in a series of site-based, Swords & Wizardry** compatible, “micro modules” that can be dropped into just about any campaign (especially a sandbox-style campaign). No underlying story-hook or rationale for exploring the site is given here. This dungeon assumes that there is a temple somewhere with a mysterious walled-in doorframe in the basement crypt. The walled-in doorframe predates the temple itself and leads to ancient subterranean structures that hint of an older civilization as well as an expansive underworld.
An evil cult with a trick up its sleeve. A missing tome, a trail of clues and an unusual cult. Lawful-good characters, especially paladins are recommended for this adventure. Clerics of Aphrodite, Hanali Celanil, Hera, and lshtar have a special interest in despoiling the cult of Shami-Amourae. [Note: Adventure contains statistics for the Demigod Succubus, Shami-Amourae] Pgs. 19-27
Within a lawless region of the Nameless Realms known as the Barrens, strength, cunning, and a will to survive are all that matters. Here, amid the arid high plateaus, the smoldering hat of the deep jungles, and the haunted marshlands of the northern fringe, countless adventures can be had for those brave, or foolish, enough to undertake them. This is a land of ancient ruins, petty robber barons, wild tribes, elder curses, and the undead. Sorcerers rule over fallen cities, and dark priestesses hold power with all manner of evil minions. Will your party be bold enough to undertake the challenges that await them in this first adventure in the Folio: Black Label Series? Can they overcome the curse of the three sisters, and will they make a name for themselves among the scattered outposts of Humanity? Only time, dice and comradery around the gaming table will tell. This adventure is formatted to both 1E & 5E gaming rules.
Slumber in the Sands – A Level 6 Adventure Beneath the shifting desert dunes lies an ancient ruin, home to a fanatical goblin tribe that worships a slumbering blue dragon as their god. Traps, puzzles, and hidden dangers fill the dungeon, all designed to protect the dragon’s hoard. Can your party navigate the treacherous ruins and escape with the treasure before they awaken the beast? This adventure includes: ✅ A sandbox-style dungeon crawl with multiple paths to success ✅ Dynamic encounters featuring goblin zealots, deadly traps, and a cunning Sand Druid ✅ A time-twisting magical artifact – the Hourglass of Stilled Time ✅ DM-friendly layout for easy reference and play Perfect for one-shots or as a drop-in adventure for your desert campaigns! Will your party slip away unseen, or will they awaken the dragon’s wrath?
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
100 Rounds is a Roleplaying adventure for the world's most famous RPG, is it designed for 4-6 characters levels 4-6, and takes up to 100 initiative rounds to run. *** You’ve been hired as additional security for this special city counselors meeting or whatever... easiest gold you’ll probably earn in your life. You settle into a cozy room next to city hall and get some shut-eye. A while later one of the guards burst into the room screaming. A goblin horde started attacking city hall from all sides, the building is about to collapse and three of the counselors are still stuck inside the building. You get out and run toward the entrance to the burning building. Guess you’ll have to earn that gold the hard way. *** This adventure includes: * 7 New types of Goblins including the Goblin Worg Shaman, the Goblin Assassin, the Goblin Fearmonger, the Goblin Wereworg, and more. * Over 20 encounters all fully stat and including a "tactics" section * A large battle map designed by Christian Zeuch (including a high res 8k map) * Interesting NPCs * Pre-generated player characters so you could start playing right away
The island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. Its destruction was so complete that even the location of the island was lost and forgotten. Despite the rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again. Until now. Through a cruel twist of fate, a small band of unwilling adventurers is washed ashore on a small, barren island, and discovers what remains of Viledel's settlement. But they aren't alone; marauding ores and goblins have found the island, too, and are frantically searching for the lost hoard. In this desperate treasure hunt, the real payoff may be survival. TSR 9185
Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23
The adventurer awakens buried in a coffin only to be inadvertently rescued by a goblin grave-robber. With no recollection of how they came to be buried alive, the adventurer is thrust into an encounter with the goblin and his party who have stolen a precious heirloom off their unconscious body. Before starting this adventure the GM and player should discuss what heirloom item the adventurer possesses. Though having immense sentimental value, the heirloom shouldn’t be magical, and it should be of minor monetary value. It should be a worn item that can easily be removed such as a ring, bracer or necklace.
A fast-paced one-shot from the bestselling author of The Secrets of Skyhorn Lighthouse! A shadowy force gathers inside the abandoned halls of Lastwatch Keep. Can the players defeat the drow invaders before they escape to the underworld with sinister intelligence about the surface? Shadows of Lastwatch Keep is a one-shot adventure for four or five 4th-level characters. It takes about 3-4 hours to complete and includes: -A drow strike team desperate to escape the keep’s surprise foe -A new monster, the drow commando -Combat cards for each monster, PC, and special treasure -A beautiful, hand-drawn map by Jake from Beware the Wizard