The wildly bonkers adventure from the hit podcast of the same. The Adventure Zone is heavily story based with about eight different arcs, each one quite different from the last. The first Arc gives an alternate ending to the Lost Mine of Phandelver adventure, which transitions into getting the players hired by a secret organization whose job is destroy incredibly powerful, and evil, magical artifacts. Then into your first job for them. The rest of the arcs are the players working for this organization, and discovering secrets along the way. Secrets of the setting, the organization, and themselves.
FT32 – Borgusburg is our first offering of November and, as always, free! This is a larger, walled village suitable for any campaign. While no scenarios are included, a variety of opportunities abound in this community. Feel free to use it for depth in your own campaign!
In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror
An investigative city crawl adventure for Shadowdark RPG (or any OSR-style system), designed for experienced players levels 1-2 Set in the decaying city of Brannam, players unravel a web of fear, blood, and buried secrets. A local alchemist has begun killing in secret, rekindling old fears of an old terror. The city's decline threatens to spiral into collapse, and far below, something older and hungrier waits to wake. This adventure includes: 3 separate dungeons (The flooded Sewers, the forgotten Catacombs, and the cursed Ruins of Edric von Braech's keep) Open ended design and layered mysteries with multiple outcomes and failure states A fully explorable city with random encounters, evolving factions and escalating panic. Custom rules for spell mishaps, nightly murder checks and decay events as Brannam unravels Modular content designed to drop into your campaign
Ka-boom! A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice? A follow up to Dungeon Magazine #79 The Best Laid Plans Pgs. 12-27 & 86
The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.
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. This adventure sees the characters ally with the Athar of Sigil to raid the Abbey of the Iron Star and destroy the devils within who are attempting to bring Asmodeus to Sigil.
An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers make contact with the Baden's Bluff underground to investigate a pair of recent murders. This adventure emphasizes information gathering and deduction, rather than combat.
Far out in the void, an ancient city of vampires endures. Welcome to Araveshti, a city of a thousand towers floating safely in the shadow of the world, glittering with starlight, thrumming with ancient magics, and crawling with vicious immortals. Will you seek to destroy these bloodthirsty aristocrats? Or will you help them pursue their bizarre alchemical experiments in immortality? Or will you simply seek a way to escape their twisted and crumbling paradise? Within these ancient towers, adventurers will find vampire lords and servants, zealots and goliaths, as well as werewolves, mycotic zombies, victims of strange experimentation, fanatical holy knights, tragic vampire hunters in black, shipwrecked dreamers, castaway aliens, metal angels, eldritch horrors, star dragons, and (of course) the vampires' giant dragon-killing mecha suit... This is a dark sandbox. Players will explore a vast city of undead people and monsters in outer space, full of homages to classic horror and science fiction films and literature. ADVENTURE TYPE: Mid Level / Combat / Exploration / Dark Fantasy / Fantasy City / Gothic Horror DESIGN NOTES This adventure is intended for mid-level characters around Level 5-10 Players explore a large vampire city in space, encounter numerous NPCs and monsters, and engage with diverse factions to destroy, conquer, or escape from the city 40+ unique encounter locations, plus countless randomly generated locations 100+ original magic items 40+ original monsters One city map Estimated play time: 1-8 sessions (4-32 hours)
Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead
A master criminal has been making her way across the Moonsea, stealing priceless treasures at every stop. It's up to you to trace her steps, find her allies, and stop her before she can claim her final prize. A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of the age-old city and leave it an empty ruin. The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe? And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange neon pink glow around their eyes… Note: This adventure can be used setting neutral or as a means to enter the "Purple Planet" DCC setting.
As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita
Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the imperial court. To impress the queen and secure a royal audience, the wicked characters must scour the City of Thorns to root out and eradicate a secret organization that works to free halfling slaves. But to truly earn Queen Abrogail's trust, the adventurers must perform a sacrifice for the queen to renew House Thrune's contract with Hell, and there are many—both within the court and without—who wish to see the monarch dethroned.
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.
In the aftermath of the Assault on Precinct Four, an Azorius precognitive mage has a terrible vision regarding the strange relic known as the felicity triskelion. To discover the truth behind this mysterious artifact, the party must travel to Precinct Three to seek an audience with the Selesnya Conclave. Are they ready to learn the truth?
A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.
This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.
Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?