Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
A short plug in adventure that can be used as part of a larger campaign or run as a one shot for Tier I or II characters. A well known alchemist who is famous for being able to make what ever is needed. Whoever a small mystery begins when his shop is robbed and the proprietor now goes missing can they save him. This adventure is ideal for for tier I and II characters. Playable as a one shot or as part of a larger campaign. The adventure comes with maps, encounters and enemies. The adventure comes complete with the following: - Full 5 page PDF adventure file. - 2 Parchment style DM and Player maps ready for VTT use. - 2 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT - Comes with sample alchemy crafting rules
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.
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.
The jewel of the Duchy, the great city of Filbar can be utilized as a home base for adventurers or as a goal to go see. This city has over 130 points of interest and is the home to the Duke of Filbar. Rumor has it that if you can't find it in Filbar, it can't be found anywhere...short of artifacts that is! The walled city has decorative fountains and artisans of every kind. Mages can visit the towers of magic and multiple potion shops. The grand courtyard south of the castle is the home of festivals and carnivals every month. All in all, this city is large enough to provide residence or adventure to almost every adventurer. At 49 pages long there is plenty to explore!
What is this adventure? This is a short location-based prison break adventure where the characters explore a small-town prison. The whole adventure can be played in a typical four-hour session. Get In, Get Out! is perfect for situations where the party has broken the law and is captured by the local police, or they have to break out a prisoner, or any other prison break scenario you can think of. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. How to use this adventure? This is less of a specific adventure and more of a location setup, namely a small-town prison. Adventure can be designed either as a prison break or as a prisoner rescue scenario. See Adventure Hooks section for more on this. This adventure provides ample opportunities to be played as a smash and grab style of game or as a stealth heist sort of adventure. None of the situations are combat specific although there are plenty of options to get into combat. Gamemasters are encouraged to allow the players to complete this adventure without ever rolling for initiative. Clever play such as stake outs, gathering information etc. are key to successfully completing this adventure. What is included? The adventure pdf DM's map High resolution (3072x4096) maps for a prison (grid and gridless), which can be printed out as a tabletop map to play on.
"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.
The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. "The Hall of Harsh Reflections" is the fourth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #336 of Dragon for five attractions to tempt your PCs to spend some of their hard-earned loot. This issue of Dragon also features an Ecology of the Spawn of Kyuss, one of the central creatures featured in this campaign. Pgs. 34-60
You hear rumours of an unclaimed wizard's tower, a worthy prize for any practitioner of the arcane arts! Do you have what it takes to face its challenges and claim it as your own? This is a one-to-one adventure designed for one player of the wizard class and one DM.
30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press
A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238
𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
Lord Dragle was set to auction off his most recent discovery, the Shroud of Olindor. The elven relic was certain to make Dragle a wealthy man. Such a pity he had to die. But the plot surrounding Dragle’s death is far more layered than it appears. It is up to the player character to discover the hidden motives and ultimately recover the Shroud of Olindor. Part 2 of the Olindor Trilogy.
This setting brings the players to a community with a jungle atmosphere. Based offshore the city of Ru-Marta is a trading depot and religious center. Several independent adventures are also available for those PCs needing just a little more experience points to level up!
For a thousand years Mezar-Kul has known only war, and now the Overlord reigns supreme. From his gargantuan metal fortress he rules the blasted remains of the planet’s last city. Hope seems lost – until visitors arrive from a distant world, bringing uncanny, magical powers. Your adventurers must pick a path through twisted ruins, ancient missile silos, strange monorail systems, and a conflict with four deadly factions to save a world – or destroy it! Note: This adventure does require that the party have some access to spell casting, whether through an item or class that requires a spell casting roll.
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
Blood and Gold is an adventure involving crime, drugs and vampires. The quest takes place in an urban area and can be played in any (low) fantasy campaign setting. This scenario features a new captivating and deadly drug. The storyline is hardboiled and probably better fitting for characters of low morality, who won’t take to heart when it comes down to beating people in order to extract information and working for thugs and criminals. Still, the party can be kindhearted and their reasons for meddling with a shady crowd can be for a just cause. But by the end of the day, they themselves will be tempted with the pleasures of sinister life. Adventure Synopsis: Vampire Aris is a self-proclaimed prince of thieves and murderers. He is a ruler of the underground and a demon of night. Aris rose to power through gold and a drug he created from his own blood. Red Sinew is highly addictive, but gives pleasure mortals can’t resist. Aris is a sole vampire who knows how to create this potent toxin, or at least that’s what he thinks. Couple of months ago, his business got stale. There is a new dealer on the street who did not only steal Aris’ local customers but also his exporters. The ancient Vampire is furious as his dominion is shaken. He is set on revenge and blood will be shed, mortal and immortal alike.
Just outside Per-Bastet, in the kingdom of Nuria Natal, lie the newly discovered remains of Anu-Asir, a city once believed to exist only in myth. The ruins of Anu-Asir lie submerged under accumulations of sand, floodwater, and tall tales. It is now a hub of activity for those seeking to uncover its secrets— and profit from them. Droves of the curious, hopeful, greedy, and eccentric congregate around the unearthed city. And just outside Anu-Asir, across the River Nuria, lies the most recently surfaced relic: the Pyramid of Tiberesh. Dare you explore its deadly mysteries?
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. Complaints have been made to the Transcendent Order of a Slaad and its Bladeling allies that are disturbing the peace in Sigil, who in turn have tasked the characters to restore a sense of tranquility to the old Mastervale Manor.