The graduates of the Magaambya are known as some of the greatest wielders of magic in Golarion. Now it's time for a new group of students to take their first steps on the path to greatness. In Threshold of Knowledge, you take on the role of one of five students from the prestigious Magaambya, the oldest school of magic in the Inner Sea region. When a teacher goes missing, it's up to these new heroes to step up and solve a wicked mystery that threatens the existence of the Magaambya itself! Threshold of Knowledge is a short adventure for 1st-level characters that takes the heroes into the Magaambya and the nearby city of Nantambu. In addition, the five pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of new heroes in training!
Thief's Challenge is primarily a mystery, a story thick with finger-pointing and double-crosses. It takes a thief to catch a thief in this ONE-ON-ONE™ adventure for one player and the DUNGEON MASTER™. A low- to mid-level character will need sharp wits to bag the Gullwing Bandit! TSR 9420
Content in English / Contenido en Español Mini Hex is Hex Crawl that can be played in one session, its ideal to show your players what a hex crawl is about. It may serve simple purposes as finding some rare flowers in the forest, the location of a ritual in the city or the cave with the treasure in the hills. This module contains: 3 scenarios. 18 combat encounters for levels 4, 7 and 11 characters. 30 obstacles encounter of varying difficulty. More than 100 traps variations. Aids for easy setup. Area and battle maps. A couple of interesting mechanics to make your game feel fresh. Mini Hex es Hex Crawl que se puede jugar en una sesión, es ideal para mostrar a tus jugadores de qué se trata un rastreo hexadecimal. Puede tener propósitos simples como encontrar algunas flores raras en el bosque, la ubicación de un ritual en la ciudad o la cueva con el tesoro en las colinas. Este módulo contiene: 3 escenarios. 18 encuentros de combate para personajes de nivel 4, 7 y 11. 30 obstáculos ambientales de diversa dificultad. Más de 100 variaciones de trampas. Ayudas para prepara rápido y fácil una partida. Área y mapas de batalla. Un par de mecánicas interesantes para que tu juego se sienta fresco.
"The Riverfront Rat Gang" is a ratfolk lair, also featuring wharflings and a doppelrat, designed for five 1st level characters. This adventure can be completed in one session. The old dockyards once served as the primary center of commerce in town. Years ago, political pressure from an influential merchant who wanted the docks to be loser to her business forced shipping concerns to move their docks upriver. The new facility accommodates larger ships, and the old docks fell into disuse. Talk of converting the property into a set of riverside shops died when a rat infestation proved to be an unsolvable problem. Thus, the old dockyards have been decaying for years. This situation suited a former thieves' guild member, a ratfolk rogue, named Matimer Creel. A botched robbery (for which Matimer blamed his accomplice) turned the guild against Matimer, who fled from certain death at the hands of the guild master. He hid out in the old dockyards, confident that not even guild members bothered to go there. From there he began to exact revenge against the guild by ruining its plans or stealing directly from it. He also befriended the rat population, thanks to a golden rat's tooth he acquired, and the vermin help with his schemes. A trio of rat-like wharflings and a doppelrat, washed up on the riverbank near the docks, have joined Matimer's retinue.
Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…
Refugees in Mulmaster have had a fairly tough time, and that was before the disappearances. The few that return have been changed, refusing to believe that they were even missing. You have been asked by Mulmaster’s nobility to find the source of the disappearances and put an end to them. This adventure premiered at AMERICA's Cup 2018 in New Zealand.
April, 1453. For a thousand years, the Byzantine Empire has been civilization's guardian, carrying on Rome's legacy. Now 100,000 battle-hardened Turkish warriors have surrounded the great city and are making ready to storm its mighty walls. Find the young empress - if she even exists. Stand alongside the last Roman emperor in a climactic fight to the death. Fight Vlad the Impaler, nastiest of the Sultan's allies. Meet the Eastern world's most exotic temptress. Wield new weapons: Greek Fire, arquebuses, and the Great Cannon. And as the Turks pour into the breaches, opportunities to hack abound. A stand-alone adventure, or use its detailed background as source material for your own campaigns! Published by Avalanche Publishing
Bodies continue pile up, and the Flaming Fist still has nothing but a name. Thankfully, the perpetrator of the murders has slipped up and the Flaming Fist has captured one of their underlings, in turn, has revealed the presence of a cult hideout in the sewers beneath the city. The Flaming Fist has asked that you investigate. Are you up for the task? Part Two of the Betrayal is in the Blood series of adventures. A Two-to-Four-Hour Adventure for 1st through 4th Level Characters (APL 3).
Lurking in the drowning folly that is the aristocratic enclave of the Sinks, the horrific Asylum, shunned by a citizenry terrified of the revelations it may contain, is where the nobles of the Blight bury their living secrets. But when too many overseers are killed, and in ways more gruesome than even the brutality of that location might evoke, someone must enter to investigate. Those who do soon learn that life — if it can be called that within its walls of that bleak place — is even worse than they feared and the truths that nestle within its inmates are far more distressing than mere madness.
As iron is eaten away by rust, so the envious are consumed by their own passion. — Antisthenes The destruction of Cyre and creation of the Mournland marked the end of The Last War. Since then, a towering wall of mystic fog has covered what used to be the nation of Cyre. Those who have ventured inside and made it out have spoken of unusual beasts, wild warforged, and other strange occurences. Most stay away. Others dedicate their lives to plundering the mysteries beyond the veil. House Cannith is the House of Making and, despite being split over the destruction of their homeland, they are still very adamant about keeping their monopoly over arcane creations and are very suspicious of anything coming out of the Mournland. Recently, rumours reached the heads of the Cannith South enclave that some scavengers working for the Daask organisation actually captured living spells from inside the Mournland and brought them back to Sharn for study, taming, and who knows what else. Now Cannith employs independent contractors to enter the secret lab, and destroy the research and its future. Another group will hunt down the actual scavengers and eliminate the spells themselves. This adventure takes place in Sharn, the City of Towers, some time before the formation of the independent adventurers organisation by 'The Twelve'. It is an infiltration mission in hostile territory which includes some investigation, maybe a bit of socialising, and some quick dungeon-crawl elements. It is designed for multiple possible endings. In my mind, this adventure is E for Everyone and doesn't contain anything dark, NSFW, or triggering beyond any other standard D&D adventure.
Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?
All aboard! An investigation turned Groundhog Day horror mystery, this unique puzzle-like sandbox-on-rails adventure traps your players onboard Cyre 1313: The Mourning Rail. This lightning-rail train and its passengers are stuck in a time loop with no escape, cursed to ride forever in the endless mists of Ravenloft. The PCs wake up again & again, unable to leave the train's time loop until they figure out how to stop it. Each new day in the loop is a new chance to delve into the mystery and stop the forces responsible for the endless cycle. Why is Cyre 1313 stuck in time? How will the PC's escape? Who is the nefarious mastermind at the front of the train? How the players answer these questions is up to them! Product Overview: 37 pages for running a 6 to 9 hour adventure for three to five players of 3rd or 4th level. Time tracking and other systems to create the time loop. High resolution maps of each train car. A complex web of puzzle pieces for PCs to play with. Tips and tools to scale with player level, change difficulty, and add complexity. Suggestions on how to make it your own. Perfect to integrate into your Ravenloft, Eberron, or homebrew campaign! Product created free of AI generated content
At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.
A political wedding is threatening a major source of income for the Thieves Guild Ebonclad. Ebonclad would like to see the affair disrupted and the couple never wed. Such a job may be risky, and its outcome could very well start a war if done poorly or without subtlety. That’s why a team of promising agents has been assigned to handle it. The mission’s goal is to disrupt the upcoming wedding of Camilla Swain and Le’Nal Beshiin, to ensure Ebonclad keeps a revenue stream open that their marriage would surely close. The caveat is, neither the bride nor the groom are to be harmed. This will mean the party will have to come up with a method to disrupt the wedding as it’s happening, while avoiding suspicion. As a bonus, the party members can rob wealthy guests or steal wedding presents. The mission is open-ended, giving the players full reign to decide how they will work towards a successful outcome. It lets you work to guide player decisions based on the information presented here, or improvise results based on the players’ actions.
This quest is for a party looking to regain a character’s soul. A character whose soul has been claimed by another entity cannot be resurrected through standard means. To regain the lost soul, the characters involve themselves in a conflict between a master thief and an archdevil. This quest assumes that the PCs would be willing to form a contract with an infernal entity. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
Take your first exciting foray into D&D's newest campaign setting with a deadly exploit in Sharn, City of Towers. Descend into the ruined undercity to face the legacy of the daelkyr, aberrations from the evil plane of Xoriat, and come face to face with the Queen with Burning Eyes! Pgs. 16-32
5e Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. Everything leads towards a central story arc that becomes clearer as the book progresses. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! You have two ways to approach playing this adventure. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual .png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.
Welcome to the Port City of Antioch! This sprawling community is the seat of power for the Kingdom of Nirack and has more than a few sights to see! This setting was created for a desert (fore coming) series and was used as a base of operations for the adventurers. Many strange sights await those wishing to visit the area. Note in the player testing version there was a language barrier until a Dwarven slave was located to translate for the party! This is of course optional. Welcome to the exotic world on the southern shores of the Newmack Sea!
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Heralds of Dust in Sigil ask the characters to investigate and end the disappearances in secret crypts under Sigil.
A gnome tinker summons the heroes to his workshop, but before he can explain his request a vengeful fey creature arrives and disrupts the meeting. Estimated play time - 1 hour. This product contains a combat encounter designed for 4th level PCs, an extensive backstory, detailed NPC descriptions, new monsters and new magic items. Easily adaptable to almost any campaign setting. This side trek encounter is the first of a three-part Fey's Bargain encounter series.