In this small 25 page Gothic Horror adventure module, find the secret of the small village of Vaukelberg, where disappearances have led to a mysteriously empty town. Something is buzzing in the wheat fields, and the adventurers may not be hardy enough to survive the horrible Vander Cainse's idea of Perfect Corruption. Perfect Corruption- a 5e SRD adventure for levels 3, 7 or 12. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one 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. Featuring 6 original statblocks, find out what horrible creatures lay in hiding in this horrifying Dungeon Short.
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
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044
Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
"An ancient temple to the forgotten god of swords lies hidden behind a waterfall. Great piles of swords choke its halls and spill out into nearby streams and waterways. What strangeness still treads and what swords will you draw in the Temple of 1000 Swords? -A tarot-inspired fantasy RPG dungeon delve for 3rd level characters -Created for Old-School Essentials (B/X), compatible with RPGs with old-school sensibilities -A 19 room, keyed dungeon, easily insertable into a fantasy RPG campaign, sandbox, or “west marches” style table -d100 weird, magic, and cursed swords to discover. Roll to search the piles! -Anything is a sword--create weird sword creations through the temple's cursed magic -New monsters, factions, spirits, and curses -Includes a high-resolution unlabeled map for VTT use" "Temple of 1000 Swords" is set in a mystical temple filled with countless swords and intriguing magic. It offers a dense, exploration-heavy dungeon experience with unique mechanics and a rich backdrop of ongoing conflicts. Players can choose to ally with the Drukks (humanoid carnivorous ducks) or Merfolk (jocks) and manipulate both for their ends, or try to avoid conflict altogether. Gladio, the god of swords, issues quests that can alter the course of the adventure, demanding moral and strategic decisions from the players.
A strange breed, indeed. No one returns from Revular's Island, and for good reason. The story starts in a fantasy kingdom called Lungardy, but the DM may choose any setting that borders a large body of water. Pgs. 30-45
The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034
At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to make your own amazing stories. Heroes' Handbook This 72-page softcover gets you started as a player with a solo adventure, followed by steps to create your own character. As your hero grows you can level them up through 3rd level! Game Master's Handbook This 88-page softcover opens with an adventure to teach you the rules you need as you go. There are also tools for creating your own adventures and plenty of monsters for the heroes to overcome! Accessories The box also includes everything you need to get playing right away: a full set of color-coded polyhedral dice, four pregenerated character sheets, six blank character sheets, four sets of action tokens, rules reference cards to plan and track a character’s turn, a laminated, two-sided Flip-Mat, and over 100 sturdy cardboard pawns with plastic bases to represent your heroes, friends, and foes. All you need to bring is a pencil, a thirst for adventure, and your imagination!
Straight from the garage of Chris's mom—and 1981—comes this homegrown, truly old school adventure of malign druids, twisted tree demons, evil blink dogs, arboreal gelatinous cubes, magical pecans and certain death. Though sadly missing half its original key, the release has been painstakingly recreated by the author as a grown man. More or less.
A temple once devoted to Solonor Thelandira deep in the elvish lands has been taken over by troglodytes during troubled times. Whilst the heroes of the realm were fighting elsewhere, a dark, abyssal evil was summoned into being. Can the characters purge the evil from the once sacred shrine? Will they be devoured by The Glutton?
The shrine on the edge of town has been little more than a landmark for generations – but now eerie runes have begun pulsing across its surface, and rumour has it a dark force is growing. Now the party must investigate the threat, and destroy whatever lurks inside the Hall of Lament once and for all. The Legend of Zelda meets Hellraiser in the latest adventure from Chris Bissette, creator of Bulette Storm! Breaker of Chains is a 4 hour old school adventure, featuring tricks, traps, exploration, traps, and ritual sacrifice. Never again will your players waltz into a dungeon convinced that you aren’t willing to kill them in new and horrible ways! Published by Loot The Room
When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78
In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)
An offer of exploration and adventure leads to a chilling underground dungeon. A mystical object is being asked to be retrieved by the local Wizard. This is the second adventure in a miniseries with the following adventures being: A Chance Encounter An Urgent Rescue A Dark Veil Falls
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
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.
Many Cannith creation forges were lost on the Day of Mourning, but a rogue artificer has uncovered one of those that pursued some of the most experimental and dangerous research during the Last War. But while seeking the forbidden knowledge in the forge, this explorer awakened a dark power that was more than she could handle, and that now threatens the region. Pgs. 4-34