History states that Zobeck was reborn in blood 80 years ago, thanks in part to the creation of gearforged by a revolutionary coalition of workers and mages. Unfortunately, history has recorded only part of the truth, and the Praetors will do anything to make sure the rest remains buried.
The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.
Play Tonight! Echoes Under Fort Thunder is the first of a collection of plug-and-play combat encounters for your 1st-Echelon Draw Steel campaign. These encounters are not strictly contextualized in any narrative. They are not adventures themselves, nor are they carved from any over-arching adventure. They're adventure-agnostic, so that you can just plug them into your own adventures and PLAY! Two encounters are enclosed. Each encounter consists of: - A map ready for use in VTT - A reference map for the Director - Some number of victory point conditions and mechanics of the encounter - Three monster tables (one for each level) for parties of 2-6 heroes. - Tips for monster tactics at each level In This Set: 001A: Secure Fort Thunder - Siege the fort against either goblins, gnolls, or time raiders! 001B: Silence the Echoes - Close the portal to Arcadia underneath the fort while battling both the undead knights and the invading creatures from all corners of the strange realm!
The player characters investigate recent kidnappings. The trail leads to a slaver operating from Underdark passages below the city. Also available at https://adventureaweek.com/product-category/rise-of-the-drow-ce/
When a wizard makes a mistake, he makes a MISTAKE. Hirward the Wizard has a little problem on his hands - and it's destroying his fortress, followers and future. A good mix of character types is strongly advised, but paladins, rangers, dwarves, and gnomes may not be comfortable sparing the lives of Hirward’s kobold assistants. A generally neutral party composed of humans and half-orcs will stand the best chance of completing Hirward’s Task. This not a standard "hack-and-slash” adventure. The PCs will have to do some fighting to he successful in completing the module, but most of the time they must use their brains to figure out the best way to complete their mission. Pgs. 45-64
Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele
A group of adventurers find themselves drawn to Axeholme, a small, desolate village with a rash of disappearances. An ancient burial mound nearby has been opened, its stone door found shattered, and, if the villagers are to be believed, the disappearances are the work of a wizard’s curse. But things are not always what they seem.
Far1 – Underbelly of Phoenix is an adventure based in the city of Phoenix in Fartook. The offering takes a group of would-be adventurers and has them start their adventuring career in the sewers below the city. Dangerous monsters and wanted men all inhabit the urban tunnels. Is your group ready to start their road to legend?
Darkness festers deep inside the forest of Logard. A beast has emerged, killing and abducting local villagers. A secret society of monster hunters has enlisted the heroes to help find one of their missing members and aid them in killing the beast… The Great Rebirth is a streamlined Draw Steel adventure with embedded rules references to make running and playing fun and easy. The adventure is laid out so players are introduced to a new mechanic (tests, combat, montage, and negotiation) one at a time, keeping the game and story engaging, without being overwhelming. What is this adventure about? The heroes have answered the call to eliminate a beast that has rampaged through the local village of Logard. They receive help in navigating Logard forest where they discover and explore a set of ruins while learning about tests. The ruins are trapped and a group of cultists send the heroes plummeting into their lair; combat ensues. From there it's a fast-paced journey of survival as the heroes escape a collapsing dungeon in a montage test, then negotiate with a speaking stone door in order to finally gain access to the monster they’ve been looking for: a being that has undergone the evil saint Eseld’s ‘Great Rebirth.’ Who is this adventure for? This is an ideal adventure for those wanting to run Draw Steel for the first time or looking to onboard newer players. The adventure is broken into various encounters, each focused on separate mechanics. This allows players to learn the different aspects of Draw Steel in a digestible and fun way. The Great Rebirth Features: - A 3-6 hour level 1 adventure for 5 players. (Balance suggestions included for various party sizes.) - 3 custom encounter maps (2 for combat, 1 for tests). - Embedded stat blocks and ‘Rules Recap’ text to keep things flowing at the table and minimize time spent searching for common answers. - All original artwork from Katrina Neyra (cover art) and Shaeomar.
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.
"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.
The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?
Last Gasp is an adventure set in a desert setting, exploring the cursed tomb of an ancient king of great magical power, a magical river, and includes both deadly combats and mysteries to confound tomb-robbers. Seek out the riches of a king, and may fortune favor you!
“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51
In times ancient, an infamous paladin-artificer named Khaldun unearthed a cursed tome bound in the flesh of the first medusa. Driven to madness by its secrets, he used the necromantic magic contained within to call forth an army of dread warriors from the Netherworld. Though his assault was devastating, he was ultimately unsuccessful, and the mightiest crusaders of the realm banished Khaldun to the Netherworld, where he would rot for eternity at the bottom of the River Dis. Unfortunately, rather than perishing in that bleak plane, Khaldun escaped his silt grave and thrived, amassing a legion of undead followers and erecting a Tomb in which he could perfect his mechanical craft without interruption. It was not long before he shed his body and became a demilich. After several centuries of scheming, the undead warriors under the command of the ‘Iron Lich’ have burst free of the Netherworld, laying waste to not only the mortal kingdoms that exiled him, but also the exalted domains of the gods themselves. The crusaders’ quest is simple – stead the Tomb and destroy the Iron Lich. Published by Defy Danger and Save Versus Death
Rennie and Linde are in search of their father, Petring, who they saw disappear into the crypts beneath town. The crypt is thick with supernatural shadow. Torches can be lit from a brazier of green faerie fire in the entrance that cuts through magical darkness. The torches burn rapidly, and the PCs must travel quickly to preserve their light until they reach the funeral pyre in the heart of the crypt. There they can learn the way to the Carrion Shrine of Qorgeth.
Beneath Castle Bergfried lies the vault of the grief-struck Baron – heavily infested with a crystalline virus from the past. Here an adventure party must choose between rival forces that seek to explore the vault and decide the future of the Inside World. ‘Vault of the Mad Baron’ is the second installment in a series of three modules in the Inner World. It can be played as a stand-alone adventure or be added as a small barony to an ongoing campaign. The scenario can be used with Swords & Wizardry or any other early variant of game rules and is suitable for PCs level 2-5. Inside you will find: A 60+ page old-school module with a layout optimized for fast and easy interfacing. An adaptable barony complete with town, castle and dungeon. Unique districts with encounters and sights. 6 major factions fully detailed with headquarter, plans, and missions for the PCs. Detailed description of a castle and associated dungeon levels. Downloadable maps for both players and the Referee. Locations allowing the PCs to travel to another era within the setting. Unique new creatures and magic items.
You have been sent to be an envoy for your country to a desert nation recently created. The area is known as a bandit haven and the new ruler ascended due to his overthrow of the others. As you open dialogue, Frito, the new leader, is willing to accept a trade agreement if the party resolves a few renegade issues for him. Designed for four, fourth level PCs!