For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.
The carcass of a gigantic sea monster is now a small dungeon... Gargantuel was a gigantic sea monster (a whale? a prehistoric serpent? the Kraken? Leviathan itself?). She used to roam the high seas, destroying ships and devouring everything. Some of the people she swallowed survived in her belly. One of them, the sailor Torsti Seppänen, actually managed to turn the place into a comfortable habitat. One day, Gargantuel passed away. Her body now lies out in the open, luring the carrion-eater, the curious, the foolish. Strange creatures and artifacts await in the mounds of decaying flesh, and the insane Torsti Seppänen will do everything to defend his “home” from intruders. Statted for Lamentations of the Flame Princess, usable with any OSR type game. Hosted by eldritchfields.blogspot.com
Beneath our feet is the mythological hollow world – a realm of dense jungles, putrid swamps and rugged mountains. Here a brave party will struggle for survival as they seek to fathom the unseen expanse and to prevent a once defeated god to rise again. ‘Journey to the Inside Out’ can be played as a stand-alone scenario or be used as the first installment in a trilogy of connected adventure modules each taking place in a different era. The scenario can be used with Swords & Wizardry or any other early variant of game rules. Inside you will find: • A 40+ page old-school module with a layout optimized for fast and easy interfacing. • A challenging lost world setting with the possibility to toggle the complexity. • Alternative suggestions for entry to the hollow inside. • Downloadable maps for both players and the Referee. • Story-points for a guided scenario and tables for sandbox and hexcrawl-style play. • Advice for an ongoing campaign. • Locations allowing the PCs to travel to another era within the setting. • Unique new creatures. Published by CTM Publishing.
The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.
Fight off an ambitious young green dragon in this expansion for Storm King's Thunder! This adventure is designed for the Storm King's Thunder campaign and is intended to give your players extra content during Chapter 3. It will bring your party to Wealdham, a small town located in the Westwood. There, they will face off with Veratrem, a young green dragon that has taken control of a local kobold tribe. If the adventurers think they can easily take the weak creatures, they have a surprise coming to them... Veratrem's Tribal Siege is a 5-8 hour adventure for Tier 2 Characters (optimized for APL 6). It has enough material for 1-2 full sessions, depending on how thorough your party is. Alternatively, Veratrem's Tribal Siege works very well as a standalone adventure for players who are not familiar with Storm King's Thunder at all.
Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything she once stood for.
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM
A nearly forgotten dwarven kingdom once ruled these mountains. Its rulers were wealthy beyond compare. Time and greed wore the kingdom to dust and now all that remains are ruins and wonders. Recently coins of that ancient kingdom have appeared in the streams of the foothills to the south of the mountains. Rumors have passed with tankards of ale that a vault laden with gold is waiting to be found. You and your friends, on a fortnight's furlough from guard duty, have set off in search of this lost horde.
When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?
For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end? The Claws of Madness is a standalone adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . . Published by LoreSmyth SmiteWorks.
God of Ore is a 3rd-level adventure that takes the characters from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be.
This is an incredibly deadly dungeon that will strain the limits of any party that dares to tread within. I consider this to be a challenge dungeon of sorts, and I would suggest it as a dungeon to throw at players if they ever want to run a gauntlet with new characters. This dungeons is filled to the brim with traps, puzzles, and vicious creatures. It is also quite a long dungeon - be prepared to spend at least two sessions working through the pathways of this horrifying Tomb.
Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.
After spending a little time going through dusty old tomes and documents your group has discovered a tapestry offering you clues to a long dead and buried king. Since kings are usually buried with their riches and no information shows that his tomb has been located perhaps a little grave robbing may be in order! This adventure has several wilderness spots for exploration as well as an old burial cairn with several levels. The only problem is that the king isn’t really “dead” in the normal sense.
Run, play or splice up 66 pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) mini-sandbox for Labyrinth Lord or the well-aged fantasy rpg of your druthers. Contains: • A 25-site pointcrawl of the otherwordly Slumbering Ursine Dunes region. Beyond the big ticket adventure sites you will find along the way a Polevik-haunted rye field, a Zardoz head-living hermit, bearling pilgrimage site, antediluvian beaver engineers and other assorted madness. • Two separate “dungeons”, the bio-mechanical, lost-in-time Golden Barge and the faction-contested Glittering Tower, with enough detail and portability to be slotted into an existing campaign. • The Chaos Index, a dynamic events system for modeling the mythic weirdness of the Dunes. Actions of the players in the sandbox will escalate or de-escalate the levels of events. • Four competing factions operating inside the Dunes, plus guidelines for their mutual interactions.
Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.
In the eastern desert stands the ancient tomb of Solomon III. Like all tombs, it is full of magical treasure and crawling with deadly creatures. But unlike other tombs, this one is screaming. Years ago, soldiers and wizards went in to silence the screams, and they succeeded, but they never returned. Now Solomon’s tomb is once again screaming out across the dunes, and no one knows why. Solomon’s treasure is still down there, but then, so is whatever is screaming. ADVENTURE TYPE: Small Linear Dungeon DESIGN NOTES: This adventure is intended for characters levels 5 to 7. It includes a desert wilderness area, an oasis, the tomb exterior, the tomb interior, and a cave system below the tomb to explore. Each area contains various NPCs, new monsters, old traps, shiny treasures, and strange magical items. There are many opportunities for (deadly) combat, and a few of them may be inescapable, but it is possible for players to have complex interactions and to experience very different consequences, depending on their choices. INCLUDES: Story hooks, dialogue prompts, creature stat blocks, dungeon overview map, and full-sized battle maps of each dungeon room that can be printed and used right on the table. KEYWORDS: Tomb, ghuul, ghoul, skeleton, ooze, demon, devil, thief, wizard, desert, sabercat, oasis, spider, viper
The trees part before you, revealing the crumbling walls of the ruined keep. Only hours ago, you set off after the marauding orc band responsible for the destruction of the temple of Freya and the theft of its sacred crucible. But something else waits for you within the ruined walls. Something darker and far more sinister. Something that has hidden from the light for ages.
Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure
Dr. Rudolph Van Richten and his network of investigators have hunted and put an end to numerous creatures of the night across the Domains of Dread. But some foes are more elusive than others, and will require the aid of heroes to put an end their reign of terror and close out these open cases. A simple rest turns into a waking nightmare as visions of death haunt the heroes’ dreams. A Dream of Eternal Sleep is the introductory adventure to the ghostly Night Terror, Kazander, and begins within adventurers’ own dreams. It provides the basis for an extended campaign that will take heroes through the cerebral and nightmarish domains of dread as they seek a way to confront this foe in the Nightmare Lands. Content Warning: Near-death Experiences, Recurring Nightmares, Sleep-walking, Possession.