Trouble Cubed is a is a pseudo-adventure with three interesting gelatinous cube encounters. These three encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL5 to 7. The encounters vary the cube's encounter situation significantly, and the tactics needed to deal with them, such as by trapping a character with a portcullis between a cube and a pit trap, placing a cube half down a pit trap, and having the cube accidentally ingest a beneficial potion (such as spider climb). Pgs. 29-30
"I was taken by the evil dogs while camping near Agav's bog. They dragged me into their lair, and it wasn't until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. They chained me in the dark with a candle made from foul wax and forced me to dig at the marrow. Their bonds were poorly made, and I fled several days later while they slept. What purpose did they have in mining that marrow? I cannot say..." The Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. The kobolds defend the area fiercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. The urds live in the deep reaches of the wing's tips.
Every year the Acadamae—Korvosa’s prestigious school of the arcane arts—opens its gates to the city to host the Breaching Festival, where the most skilled infiltrators are invited to enter the magically guarded Hall of Wards or die trying. Testing their luck against the university’s strongest defenses, the competitors pull out all the stops as they vie for a chance at a fortune in gold and magical treasure. This year, the school’s headmaster has invited the heroes to participate, against the contest’s longstanding traditions.
A horrific drug has seized the population of the strange city of Exag, yet confronting its source only reveals the true extent of a dire new threat. Part one of the Seeds of Sehan campaign arc, this is a D&D adventure for 8th-level characters.
There is a witch in the wilds, a goddess unremembered, and a madman. There is a circle of stone - who knows what lies beneath? The villagers are distraught: their children! replaced by fae! The villagers are distraught: who heeded their plea? Ravenous inquisitors, that's who. Oh, and adventurers... This investigative folkcrawl adventure module contains: * an isolated village full of secrets, riddled with strange traditions, * adventure sites and dungeons populated by peculiar denizens, * a small Fae Realm to explore, weird and perilous, * a terrible fae threat and too many curses, * unlikely friends, and foes nobody expects! An OSR adventure module for character levels 3-4, designed for use with the Old-School Essentials ruleset, compatible with most old-school pen-and-paper RPGs. Includes a fully-linked interactive PDF, a fillable Referee's Toolkit, and player-friendly VTT maps.
The city is plagued by an affliction being called "stone sickness" or "the gorgon’s touch" that disorients people and turns them to stone. Those with, or suspected to have, the affliction are being banished from the city. Some demand a cure, but most are just scared for their loved ones. A ravenfolk woman named Spinel Larkdon, mother to a child with the gorgon’s touch, begs the PCs for assistance. An artifact known as the Shroud of Tiberesh, capable of curing any sickness, is locked away within The Umbers' vault of spoils below the city. Passionate, she is determined to save her son and all those afflicted. Fortunately for the player characters, completing the Umber’s Gauntlet alive means they are not only entitled entrance into the cult, but also a single item from its vault of spoils. The PC's only hope of procuring the Shroud is by traversing this initiation Gauntlet – a series of traps, monsters, and puzzles devoted to the demon-god Nakresh - and claiming the Shroud as their prize.
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
It's all over (and literally so) after midnight. A mission with an unforgiving deadline. The characters must remove the magically-infused remains of a dead wizard and his medallion from a crypt. Pgs. 10-23
Five centuries is not long enough for a giant king to forgive a defeat - or forget a curse. When falls the axe of Mok-Turoknin. This is a moody arctic wilderness/dungeon adventure in which the player characters must undo an ancient frost giant curse that plagues a barbarian village and its tribal chieftains. The PCs will travel across a frigid tundra en route to the deserted mountain keep of the frost giants where they must put an end to the curse before the restless ghost of the frost giant king rises again to claim another victim. Pgs. 53-72
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a salt mine taken over by aggrieved Salt Knockers, - a swamp settlement destroyed by raging Swamp Brutes, and - a decadent earthscraper where the residents found immortality within their Iron Thralls. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 4, 5, and 6. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for low-level characters Level 4-6 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
The interrogation of the rogue wizard, Askalan, by the magocracy of Bemmea exposed his creation of unstable magical artifacts built in a ruined ley-line conduit. This Leystone, built by the mages of Vael Turog, had been dormant for centuries until Askalan discovered a way to power it. Now, after his untimely death, the Leystone's unstable power continues to grow at the edge of the Western Wastes. The magocracy hires the characters to find the awakened Leystone, uncover the mystery of this growing power, and return the source of the power to Bemmea for study.
The first Filbar 5th Edition adventure is titled Jeopardy Caverns. This adventure can be used in the new D&D edition or the earlier editions as each stat block is presented. This introductory adventure pits a group of new adventurers ready to go out into the frontier to make a name for themselves. For the 5th Edition version this adventure can act as a gateway from new to 3rd or even 4th level for advancement and is set in an area of humanoid caves.
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
Originally designed as a convention module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This adventure us specifically designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included.
Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town. Four hour adventure. Also contains information about the town of Elmwood. Part of the Elmwood Trilogy.
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.
You and your cohorts have their first adventure under their belts and are now recognized heroes of the realm! You plan on building your reputations but one of your henchmen has promised his love that he would marry her. You and your group are happy to attend and quickly discover that danger lurks everywhere as bandits crash the celebration.
In the town of Bellhold, it's not difficult to realize that something is wrong. Everyone is irritable and suffering from nightmares, children are missing, and the local adventuring company has been gone for a week. Yet the townsfolk's headaches are sure to pass, so the mayor is not especially worried. He should be. Of Sound Mind flings you into a maelstrom of trouble, for the situation is much, much worse than it first appears. Before your investigation is over, you will be dangling from cliffs, descending deep into a mountain's bowels, uncovering lost hoards of treasure, fleeing from people you thought were friends, and desperately trying to outwit an enemy that is far more than you could ever imagine. The fate of thousands hinges on your success or failure. Think your up for it? Published by Fiery Dragon
This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makeberitaten-Theater?src=by_author_of_product