"It was already a freezing morning when you set out for the legendary Castle of Madness – the mysterious castle that is said to emerge from blizzards once every seven winters. " In this short treasure hunt for one 2nd level player, you'll brave an frigid mountain, an icy cave, and a haunted castle to bring home a pile of loot. Written as a digital gamebook, you will keep track of your character's hit points, spells, and inventory on your character sheet, and keep track of enemies using your own scratch paper. The game will play GM and all enemies.
An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
Have you ever wondered what it would be like to actually encounter an area where someone has used Guards & Wards, Symbol, and other spells to actually fortify a location against casual intrusion and thievery? If you want to find out just how deadly a wizard's "getaway cabin" in the mountains can be when the owner isn't there to let you in, this is the adventure for you and your players. Suitable for a single session of play (unless characters get killed, forcing a retreat and later return), there's only one combat encounter, but the traps are deadly. Not recommended for parties below level 12. All of the defenses are based on actual PHB spells, although a couple are assumed to have been bound into items or interactions within the dungeon. This dungeon is originally from the "Against the Idol of the Sun" high-level hexcrawl campaign.
The Wrath of the Righteous Adventure Path continues with “Sword of Valor,” by RPG Superstar Neil Spicer. The PCs, now invested with righteous mythic power, are poised to become the greatest heroes of this seemingly endless war against the demons of the Worldwound… provided they can succeed at their first mission. The citadel city of Drezen was once a symbol of the First Crusade’s triumph against the Worldwound, yet when a larger horde of demons attacked, they shattered Drezen’s defenses and captured both the citadel and the crusaders’ symbol of power. Can the PCs help lead an army north to reclaim Drezen and recover this potent relic, or are they marching their comrades and followers to a gruesome demise?
The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
The village of Hammerston is the site of a quick meal stop for a single PC and they quickly discover that the people are highly superstitious. A mage booms into the Kingfisher Tavern and reports his apprentice was chased while returning from collecting some items. The apprentice refuses to return to the cemetery where he was attacked and the mage, seeing your adventurer garb seeks your assistance.
If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1 Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within theiir hungry eyes. What do these men seek? Why would they rather die than run? TSR 9183
With several adventures under your belts your party arrives at the small settlement of Goshen seeking a warm bed and full bellies. As you begin to satisfy both you hear rumors of some overdue mining Dwarves. These miners have been quite consistent about coming to town to move their gemstones to market and with recent sightings of humanoids the townspeople are concerned. Is your party ready for a well-being check?
You are aromantic, and your best friend is aromantic. There’s only one thing to do: go and fight a dragon. Two Aromantics Spend an Entire Day Doing Everything Except Experiencing Romantic Attraction is an unapologetically no-romo single-player adventure for a level 4 character. It should run for approximately 3-5 hours. This adventure requires at least some knowledge as to what it means to be aromantic. There are many useful resources available online for those unfamiliar with this term.
Beneath the crumbling walls of a keep lies an unexplored warren of caverns stretching into unknown darkness. Within the depths, an ancient evil stirs and grows hungry. Forgotten horrors, once relegated to legend, are on the move – with only your band of heroes between them and their goal. What begins as simple exploration rapidly becomes a struggle against denizens of the underworld, and the very environs of underworld itself. Through crumbling caverns and against long-trapped foes, the party is confronted with a threat that places the future of the surface world in jeopardy. Your heroes must act quickly to secure the world, or face the consequences of their failure to halt the advance of the denizens of The Forgotten Hive.
Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536
You are hired by a mine operator to retrieve the mine's gnomish engineer who has barricaded himself in the mine's lower reaches. But there's more going on than just a crazy gnome and his robots sabotaging the mine. You'll need to explore the forest, build alliances, and brave a rollercoaster ride on a mine cart to get to the bottom of this adventure (pun intended). This is a gamebook-style solo adventure that you can play in your browser. You make a 2nd level character sheet, roll your own dice, keep up with your inventory, spells, and HP, and are on your honor to be honest. It's all text-based with some public domain illustrations, and you click on options as you make decisions and roll the dice.
This book goes over the various rules around the faction of the Zhentarim in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure, Barrhindlun sees the adventurers working for the Zhentarim and traveling to the town of Leilon and finding their way beneath to the muddy lost city of Barrhindlun, where bandits of the Xanathar Guild have been sent to reclaim a Crystal Orb.
This quest takes the player characters through a harrowing journey of dangerous adversity! The characters are informed that some unknown adversary has disrupted an ancient tree called Wise Willow. This sends them first on a subterranean excursion into ancient tunnels infested with curiously ravenous Thri-Kreen! Then, they are introduced more formally with Wise Willow, who requires their services to cure her terrible plague! The players must then navigate the wild maze of her surface roots, purge it of grotesque creatures, and then find the cause of her ailment. Doing so excites the interest of the deities, Lathander and Sylvanus, who descend from the heavens in a glorious show of light and mysticism! The two divine beings then graciously bestow their gifts upon the party to reward their deeds. The player characters embark on a perilous journey that will test their resourcefulness and wits in a building arc of intensity. The environments are deeply detailed by the boxed text and should provide you and your characters a sturdy foundation for your creativity to launch from. There is a compelling story full of lamentations as well as laughs. The robust exposition sets up hours of challenging, combat-heavy “dungeon delving” throughout the quest. The aim is to maintain a versatile balance between “hack-and-slash” and “immersive storytelling” play styles, so that everyone can enjoy it in their own way. The numerous optional components allow you to scale the difficulty to your liking, and there is plenty of space for you to use your own creativity to enhance the content. Guts, Gods & Glory is a Dungeons & Dragons module using the 5e rules. It is designed to be played by three to six players of sixth to eighth level. It takes place in the Sword Coast setting of the Forgotten Realms, specifically the Elturgard region. Changes can be made to make it playable in a nondescript setting.
This was supposed to be a simple job! In the small town of Haanex on Reanaaria Bay, the wizard Veoden assembles the PCs to do a simple job: find the remnants of a meteor said to be made of the rare substance mithral. First they must find a map that local rumor tells is guarded by the spirits of the dead. Upon recovering the map and locating the crater, they uncover a plot to create a powerful magical item called the Coin of Power. This artifact is a tool for wickedness and the players soon find themselves on a quest to learn the means to destroy this evil item and its insidious master before she destroys them. Complicating matters is the fact that the one man who can help them was lost during an expedition to the Reelio Jungle months ago and is yet to return. Will the PCs be able to survive the rigors of the jungle and solve the riddle of the tribesmen who live there? The lives of innocents might depend on it! This accessory provides characters with an elaborate storyline and a chance for many varied types of adventure. You will take your PCs from the quiet village of Haanex in northern Reanaaria Bay to the Vry Naasu Headlands, the City-State of Zoa and finally the forlorn Reelio Jungle. The Root of All Evil fantasy game supplement is set in the popular Kingdoms of Kalamar Dungeons & Dragons campaign setting but can be adapated for use in any setting! This module can be used by itself, or as Part One of the Coin of Power trilogy (see also Forging Darkness and Coin’s End).
An extended campaign for the Midnight setting from Fantasy Flight Games. Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaladrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. Published by Fantasy Flight Games.
A blood curdling SCREAM shatters our adventurers rest as they set up camp for the evening. Without warning the forest comes alive and a heroic struggle begins, as our adventurers battle to avoid becoming the forest's latest victims. Take your players deep into a cursed glade on a dark and stormy night to confront an evil Druidess, and a horrifically corrupt tree...
With your past exploits being noticed the acting ruler of Dilad has requested your presence. An envoy of the leader has met with you and asked you to investigate a growing issue. The city of Acre is in a large scale building operation but limestone from the quarry has stopped coming. Delays will be costly and the party has been asked to go to Fecknic and discover what the problem is. You can’t really disappoint the top dog of the nation can you?
This 4 hour adventure for 3rd level characters begins in a prison cell where the adventurers must figure out a way to escape, acquire weapons and armor to defend themselves more effectively, and most importantly, escape a repurposed dwarven forge that has been appropriated by a fire giant who uses slave labor and even a captured red dragon wyrmling to smelt ore and forge an arsenal under the volcano Mt. Hotenow.