The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings. When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected.
This adventure is scaled for level 1 characters. The ruins of a flying castle teeming with goblins is heading to the peaceful village of Barrowmist. It is up to the heroes to get up there and stop it before the castle lands in the village and chaos ensues. The group will enter into the ancient struggle between elves and orcs. Not only can they claim the ruins as their home, but the heroes will be asked to go on a quest to repair the castle and use it to find the Misty Isle, a legendary elven realm stolen by Gruumsh, god of the orcs. This adventure is the beginning of the Litany of Arrows adventure path. It can be run on its own or as a linked part to the larger story.
For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.
"People have been disappearing at night in the city of Silverymoon. Some vanish entirely, leaving behind whispered rumors of fiends or other evil creatures having spirited them away. Others return strangely altered, with their memories of having been kidnapped wiped clean and their minds strangely dulled — and always with remarkable haircuts."
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace? Work together to clear the abandoned mine of it's undead hosts and retrieve what gold and treasures you can.
Dreams of the sleeping wizard seep into reality. Manifest familiars war over the fate of a remote islet. An infinite garden houses an escaped experiment. The god of purity is fooled for his blessings. Into the nightmare we go. 16 pages contain 3000+ words describing 10+ keyed areas to explore (complete the wandering monsters table), 10+ friends and foes to talk to, 10 magic items to use, and thousands of gold worth of treasure to plunder. The adventure is designed for B/X, or like-systems. It is suitable for 4 to 6 characters of levels 1 to 3. It is heavily inspired by the dungeon synth album The Sleeping Wizard by Umbría, which may serve as a soundtrack.
"Enter a garden of earthly delights. The sun has stopped setting over the king's favorite garden. It seemed like a harmless curiosity at first but the animals have turned violent and strange alien beings have appeared. The duke has placed a bounty for enterprising sell-swords to end the curse of endless daylight. Hideous Daylight is an adventure module for Old-School Essentials, Cairn, and compatible with other pen-and-paper RPGs with old-school sensibilities. Player characters will navigate a 20 point hex crawl to end the strange curse affecting the land. An adventure for low-level characters. 33 pages of non-linear, character driven adventure in the OSR tradition. Two keyed dungeons and a 20 point hex-crawl. A bucolic fantasy setting easily insertable into fantasy RPG campaigns. Dangerous new monsters, weird magic items, and an unpredictable random encounters table. Features two gazebos."
Where have the staff gone? Why do the doors not lead where they should? What dark experiments were performed here? And what has become of the asylum’s enigmatic owner? During a routine train ride, the characters are halted by a powerful force within Enfri Asylum. Haunted by murderous doctors, revolutionary patients, and creatures beyond description, the characters must venture into the old hospital and put an end to the madness to reach their destination. The Monsters of Enfri Asylum is a 8 to 12 hour horror adventure for 1st to 5th-level characters.
Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!
When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?
The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
The yuan-ti anathema, Hessatali, calls out to his yuan-ti faithful from his prison in the Abyss. His network of vipers has uncovered the ruins of ancient Ss’tatha’lass and the Fane of Hessatali, a fountain of pure venom that will return the demi-god to life. Above the buried ruins of Ss’tatha’lass, yuan-ti agents have moved to control the politics of Scornubel. The characters fall into a complex yuan-ti plot that spans the breadth of the realm, pits the heroes against the forces of the Abyss, and explores the culture of the yuan-ti.
A long, perilous ocean journey behind them, the crew of the Sea Wyvern finds itself shipwrecked on the Isle of Dread. Their destination lies well over 150 miles to the south, miles heavy with the threat of the island's terrible inhabitants. Yet the unknown enemies are far more sinister, for more than just dinosaurs hunt the vast jungles. Before long, a cunning fiend picks up their trail, and its duplicitous master demands their sacrifice. "Here There Be Monsters" is the fourth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon explores the Isle of Dread in detail, providing a complete ecology of the island and the writing of Larissa Vanderboren. This article can be used as a player handout to represent the journals the group recovered from the Vanderboren family vault in the first adventure in the Campaign. Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. Pgs. 32-60
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
In this small 20 page adventure module, centered around an archaeological dig, revisit Bull Creek and find out the secret behind what really lies in the hero Vertrixx Mazilaxx's sarcophagus. To do so, you'll have to meet up with master archaeologist Geranimus to delve deep into the ground. On the surface, politics boil and tensions between species are high. Below, secrets are to be uncovered. Can your party find the truth? Find out in Old Bones. Old Bones- a 5e SRD adventure for levels 4, 6 and 8. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one or two shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign.
In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?
Your foe seeks to unlock the Iron Door beneath the Peaks of Flame and open the way for the Eater of the World. You must find your way through the maze of tunnels and stop them, or it will be the end of all things. Part Four of the Broken Chains Series.
In ages past, the sorcerer Xa’arek grew to be a cruel and powerful tyrant, causing untold misery in his quest for immortality. After decades of oppression, his people revolted against him, driving the tyrannical sorcerer into the cursed lands of Marsh-Blight. Although a few of his most fanatical followers accompanied him in his exile, he was largely forgotten by history...until now. The Tomb of Xa’arek is a very dangerous dungeon crawling adventure for 5th Edition Fantasy, in which the Player Characters (PC’s) must venture into the tomb of an infamous sorcerer, recover his secrets, and get out alive! This adventure is designed for characters of 3rd level and is optimised for 4 characters of 3rd level. The adventure is setting agnostic and can easily fit into any published or homebrew world. Low level dungeon crawl with horror themes of decay and infestation. Setting agnostic Suitable for any genre of fantasy Includes prompts for roleplay
A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of the local residents revere the vampires and serve as daylight guardians and spies. However, most of the townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a band of adventurers to destroy the nest. Pgs. 66-71
A 1st-level dungeon crawl for Shadowdark RPG where the characters delve into a ruined citadel hunting for legendary treasures while avoiding the wrath of the infamous scarlet minotaur! Inside the citadel are secrets about the downfall of the warrior-cultists who once ruled it, three legendary weapons they wielded, and several factions of intelligent creatures to turn into allies or enemies. This adventure is part of the free, digital Shadowdark RPG Quickstart Set, which comes with two 68-page booklets (Player and Game Master guides), 8 pre-made characters with gorgeous art, and a form-fillable character sheet. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Download the free Quickstart set here: https://www.thearcanelibrary.com/pages/shadowdark