FVS7 - Arena of the Gods is a special and non-traditional setting that has dual uses. This scenario brings a single PC to the grand coliseum and pits them against an enemy or enemies in front of a crowd. The danger is high with no one to help and this offering can be quite deadly. A couple of ideas have been outlined for the adventure for its usefulness and, while written as a solo, multiple players could be used in a team formation with an increase in opponents. Take a peek at this special offering that is also free!
Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.
Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.
As the Red War rages and Mulmaster burns, the Cult of Glaugrax sunders the arcane bindings on their alien master, unleashing an ancient evil that threatens to sink the Factions' evacuation efforts. Can you thwart them before the City of Danger is swept away in the wake of Fenaria's revenge? Part 3 of The Neverdusk Trilogy. A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. The long-awaited Conclusion to the tale that started with Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 3 of "The Neverdusk Trilogy", and it brings the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax to a close! Fenaria's Gambit (a.k.a. Ooze Left?) debuted at Doujin Market Online/RPG Day Singapore 2020, a digital convention held by the D&D AL Singapore Community. This v1.01 package includes: - Full color cover art by digital painter Koh Jia Wei (Firons), with art inserts for key scenes in his unique style. - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - An image by Ryzwayne demonstrating Sovad's ingenuity with the wall of stone spell in his Bonus Objective (Yes, we know he has fans). - A three (3) page cheat sheet with Jason's personal tips for running Fenaria's Gambit.
“Traversing the planes of existence is no easy task. Only extremely talented and knowledgeable people could manage it.” A mysterious thief stole a dangerous artifact, called the Tome of The Stilled Tongue from the tower of Lady Blackstaff of Waterdeep, Vajra Safahr herself, leaving the tower by opening a portal to the Elemental Plane of Fire. The archmage immediately calls the band of adventurers who are staying in town to chase down the thief and return the dangerous book to its place. This adventure can be used to kick-off a planar campaign or as a standalone one-shot. A Chase Through The Planes features: - An exciting journey across the multiple planes of existence: Elemental Plane of Fire, Shadowfell, Feywild, and Ysgard - Exploration of morkoth island and lair in the Astral Sea full of weird creatures, strange phenomenons, and dangerous encounters - Heavy use of Supernatural Regions from Tasha’s Cauldron of Everything - High-quality battle maps, available in printer-friendlier and universal vtt format
Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
This is an adventure for four 6th to 7th level PC's that may be completed in a single session. The Untamed are a street gang in a busy city. A recent change in leadership has transformed the members from pickpockets and second-story thieves into kidnappers for an inter-dimensional aberration named Xlrieh'oc. Their hideout is now a strange and wicked factory, capable of extracting the firm essence from a person; the process leaves the victim partly ethereal and their form no longer casts a shadow. Although most victims die during the procedure, those who survive are conscripted into the gang. The extracted essence is crated and shipped to the aberration's home plane through a breach between worlds in the hideout's backroom.
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
Player's are transported to strange new plan of madness. The have a role playing encounter with the woman imprisoned there. They explore a wizard laboratory and kill the evil inside. A short well explain one shot or adventure for when the whole group doesn't show up. Pgs. 12-26 Published by Fail Squad Games
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131
The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
Wherein the Heroes learn that the Coils of Love wrap 'round Fiends and Friends alike, and may undertake to aid in a secret Correspondence. Chapter III of the "Well of Worlds" adventure anthology.
One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.
Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
In the Lodge, things are simple. They can look like you. They want to BE you. And in their home, the only thing standing between you and death is six millimeters of glass. Can you escape the Polished? Find out in Six Millimeters, a thrilling horror adventure for the world's greatest roleplaying game! Take 4-6 of your friends through the Lodge, an extradimensional space overrun by nightmarish beings that can strike from any reflective surface. Shardlings revel in the paranoia caused by their reflective horrors, sowing doubt and mayhem until the opportune moment presents itself. Panes, meanwhile use their impressive stature to quickly overwhelm their foes. Spellcasters especially are in for a nasty surprise! This adventure is intended for 1st-level characters and uses milestone advancement to ensure they reach 3rd-level throughout the course of the game. For players who take their time investigating the Lodge and discovering its dreadful past, this adventure may take 7-9 hours to complete. Given the adventure’s horror elements and milestone advancement, Six Millimeters is easy to use as a starting scenario to the Curse of Strahd adventure. Content Warning: Suicide, Self Mutilation
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....