Sleepyhead. The only man who can stop the amphibian horde needs a wake-up call. The party must find a missing druid an bring his captures to justice. Pgs. 8-21
Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...
Your group of adventurers has come together from a successful adventure in the old ruins seeking more fame and glory. As they travel they come upon the small community of Kamortha. Recently a problem occurred when the Witch of Margrove Swamp cursed the community as she left. Now the people have developed some strange facial malady and they want a cure. Can your party of adventurers discover the secret of the plague and resolve it for the fine people of Kamortha?
Dromar is a figure of power all over the realm. He is known as a legendary fighter from centuries ago. He was buried in a tomb along with an artifact of great power. Those who built his tomb were afraid of grave robbers, and so his tomb was created in the frigid, ice-coated lands at the base of a a mountain. The secret of this tomb's location has been passed among a select few people as the years have gone on. Most of the general public do not even believe it exists, but now the ancient relic buried alongside Dromar is needed once again.
Ehor Stravensky sells the most marvellous potions, and the secret ingredient is purewater - water from the elemental plane itself! A small hole between the planes sits in the heart of a nearby forest, but recently the path has grown dark and corrupted. Ehor wants you to clear a path and secure more purewater for his business, and he'll pay handsomely. This first-level adventure is perfect for first-time DMs and players alike. Delve into the forest of Airedale and fight a skittering spider host, meet a dryad, and face off against a classic D&D monster! Included in this adventure: A quest to delve into a corrupted forest Bloodhawk hatching rules 7 encounters and 5 battlemaps Approx. 4 hours of fun An awesome adventure for 1st-level parties
The Ghost Tribe of Orcs were driven from their home under Wyvern Tor by some terrible evil. They marched to Phandalin and attacked, only to be defeated. Now the heroes will go beneath Wyvern Tor to discover the terror that chased out the orcs and perhaps find the source of the orc’ssardonyx. Journey to Beneath Wyvern Tor is the third of four parts in the After Lost Mine series. It will play out the journey to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove out the orcs.
Phandalin is a great location from which PCs can adventure. The information in this supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine, other adventures set in and around Phandalin, or used to add more flavor to any town. This supplement has information specific to the local varieties of the creatures that inhabit the plains and hills in the area of Phandalin and provides new NPCs, backgrounds, feats, organizations, and adventure seeds that DMs can use.
Not every journey follows a simple road, and some groups find themselves needing to take the path entirely untraveled to reach their next destination. There are rumors of a treasure deep within the forest, but no one has made it out alive to recount their tales. Compelled by the prospect of a quick journey and the chance of treasure, the party decides to risk a journey through the forest. Little do they know that their chosen route is ruled by a trio of lilitu, who are eager to play with the new toys walking willingly into their grasp. Wits, wiles, and wind hide in the forest, and the lilitu are eager for amusement. This adventure is intended for 5th level characters but can be scaled up or down. It is setting-neutral, and can fit into any published or homebrew location. This is intended as a puzzle-based adventure but could be used as a combat encounter. Pgs. 129-135
This short adventure is for use with the AD&D Oriental Adventures rules. At a pinch, "Western" AD&D characters from the Players Handbook could be used, although you should be prepared to make changes to the module. The skills and abilities of AD&D Oriental Adventures (A) characters can have little relation to their level. This module is should be suitable for a group of four or five OA characters of levels 4-6, but the DM should feel free to change this to suit a particular group of players.
The Road to Broadhurst written by Carlos Cisco is available for free. Internally, MCDM called this “the Conventure.” It’s designed for experienced Directors who already know the rules, and want to run Draw Steel for new players at their local convention or game store. It doesn’t explain how to play, that’s what the director is for! Because RPG events at a convention can last anywhere from 45 minutes to 4 hours, The Road to Broadhurst has advice on how to skip sections you don’t have time for without affecting the flow of play. Road to Broadhurst is a short, modular adventure for Draw Steel. It’s written for three to six 1st-level heroes and a Director. This free adventure comes with pregenerated heroes and is meant to give experienced directors an easy way to introduce new players to the game, especially in environments such as game stores and conventions where time is limited. The Director should be familiar with the Draw Steel core rules found in Draw Steel: Heroes and Draw Steel: Monsters. This adventure can be run online on a virtual tabletop or in person at conventions, game stores, libraries, community centers, homes, and anywhere else roleplaying games are played. It can also serve as a lead-in to The Delain Tomb adventure for Draw Steel. The combat encounters in this adventure are optimized for a group of five heroes. Adjustments are included for groups as large as six or as small as three.
When the characters set up camp in the forest, they catch the attention of a supernatural evil called the Night Hunter. Can they survive its increasingly audacious attacks and discover the true nature of what is hunting them in the night? This short horror scenario takes about 2 hours to complete and is for four or five 1st-level characters. Download it for free in the YouTube video walkthrough link! Inside the The Night Hunter, you'll find: -A new bogeyman monster tied to local folklore -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Beautiful VTT maps with and without grid by Lantern's Light Maps
For many years folks have gazed into the churning black vapors of the Shadow Rift and wondered at the horrors that might lie within. Some have speculated that it might be a realm of the doomed, where tortured spirits suffer the hours of eternity. Others have speculated that it might be an empty domain, waiting for the arrival of a master who is evil enough to claim it and shape it in his own image. Ever the mysterious Vistani do not know what secrets are hidden in the depths of this gaping chasm. Now, the time has come for the veil of Shadows to be parted. Loht, king of the shadow elves, has reclaimed the mighty Sword of Arak. With this relic, he intends to set in motion a plan that has taken thousands of years to form. He will throw open that vary gate of darkness and invite one of mankind's greatest enemies to walk the land of the living. And if he is not stopped, the rivers of Ravenloft will run red with the blood of the innocent. The adventure can be played independently or in conjunction with the Ravenloft Adventure Servants of Darkness. TSR 1163
The loggers of the West Wood have been logging these lands for over five years without a problem. Now, an eerie entity demands that they cease their logging activities and evacuate the forest immediately. If they refuse, they will die. When the PCs arrive to help they find that things are not so black and white. The decisions which they make will have permanent and lasting implications for the entire region. Will the PCs choose to save the forest and lose the support of the village, or destroy a sacred elder tree in order to win the hearts of the loggers and their families?
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.
Despite the bitter cold that reigns here nine months of the year, the Timberway Forest has long been a source of prosperity for civilized folk who live nearby. Many trappers and hunters spend the better part of the year within its borders, stockpiling furs and meat to trade in the frontier towns to the south, where they spend their winters. Most feel that the value of these commodities makes braving the Timberway Forest worth the risk. Recently, though, a small group of trappers and hunters has awakened a terrible new menace in the forest. Based in a remote hunter's abode called the Bluerock Lodge, they hunted the animals of the woods more out of a deep-seated desire to be cruel than a need to feed themselves. In particular, they focused their hateful attention on the local Timberway lion population. Timberway lions are rather small (more like leopards), but they are known for being lithe and wary. Still, the trappers had the advantage of intelligence and tools, and before long they had slaughtered the entire pride save for its leader. As the winter worsened and game grew ever more scarce, this last surviving lion began to starve. At that point, the darker forces of nature took notice, and the Timberway Forest gained a predator like no other. Frozen Whispers is a short D&D adventure for four 3rd-level player characters (PCs). The scenario is set mostly in and near a remote hunter’s lodge in a snowy forest. The scenario can be placed in any cold area of your campaign world that features a remote tract of woodland—a copse of trees near the arctic circle, a swath of taiga near the treeline on a high mountainside, or even a normally temperate forest caught in the grip of an unnaturally snowy winter. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
In the small hamlet of Riverbend, the miller’s wife is missing, and the locals suspect the husband himself was involved. But all is far from what it seems. Ellessandra, the missing woman, is actually an elf from the Summer Lands. She came to live in the human settlement when the miller made a dangerous pact with the River King, the lands’ powerful sidhe ruler. Now, the player characters must unravel the truth behind Ellessandra’s disappearance, piece together the involvement of a young fey lord, and dive into the fey courts of the Summer Lands to stop a raid that would surely spell Riverbend’s doom. All the while, Arthurian intrigue and mischief runs high among the fey lords and ladies in this mercurial, open‑format adventure from acclaimed adventure designer Wolfgang Baur!
Decades ago, witnesses reported a fearsome cryptid outside of the quiet River Kingdoms town of Shimmerford. Dubbed the Mosquito Witch, it was rarely seen since and quickly became a beloved local legend that the town celebrates and promotes to attract visitors. But when recent attacks began savaging livestock and townsfolk alike, many have started believing the Mosquito Witch was real all along. The PCs travel to Shimmerford to unravel the cryptid mystery, but might they just become the witch's next victim?
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
The Bleeding Hollow was written as a tribute to the golden era of adventures. Danger lurks around every turn, and a great over-arching storyline ties everything together. There is much to discover and learn, and solving the woes of the adventure is entirely up to the players. They will choose how to deal with the myriad challenges put forth, and will probably run down a red herring or two. They might choose a very dangerous path unknowingly and pay the consequences fortheir actions. That is intended. Let the story lead your party, and your players lead the game. You won’t regret it. Published by Total Party Kill Games
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press