A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456
Everyone starts out their career with big dreams ready to take on the world. As you head out towards your fame you discover an abandoned manor house. With hope your in your heart you wonder if anything of value is left in the ruined building. Cautiously you enter...
The best of intentions. Pay your taxes or go to jail - and don't even thing about using magic. Pgs. 8-23
At the request of a stranded djinni, you have three days to steal a diamond from the marbled, enchanted vaults of the Modern Artworks Museum. Investigate its defenses, disable magical wards, bamboozle the staff, battle a golem, and escape with the prize! A group that succeeds is rewarded with a single wish - the power to bring about almost anything you desire. Highlights of the adventure include (and are not limited to): - An alternate skill check system that keeps clumsy characters involved in the heist - A fight to the death with fantasy Botticelli's Birth of Venus - The Modern Artworks Museum, a trove of sculpture, frescoes and tapestries - Museum events: sketch and sip, a gala, seminars! - Museum brochure, including handy map and exhibit descriptions - A wish Clever and light-hearted, Diamond Heist adds brains and Renaissance style to any urban campaign. This adventure centers exploration, planning and roleplay. Players match wits against various spell effects, discovering and disabling magical wards to access their prize. A cumulative alarm level system replaces pass/fail steath skill checks, so one bad role doesn't ruin the heist. The artworks described are based on those of Renaissance Italy, with frescoes, marble sculpture, and haughty nobles aplenty. Content warnings: Death of a loved one, mentioned.
This scenario puts a new but experienced adventure back into harm’s way. After arriving at the small community of Penchant for a festival, the PC quickly discovers that there is danger afoot! The citizens are reporting a bloodthirsty creature roaming the area threatening the festival. If this problem can be resolved a second and more dangerous challenge awaits them in a nearby cemetery. As with all adventures in the Penchant series it can be difficult and not for the faint of heart!
Expect a surprise when you open a magic jar. The evil wizard had a fail-safe plan for survival. It worked perfectly - almost... Pgs. 58-71
"A murderous laboratory comes to life in this adventure for 5th level characters." The players are tasked with investigating the disappearance of a mage who has been creating an A.I.-like arcane Workshop. Through the adventure, the PCS will soon learn that the A.I. has taken over and is using magic beyond it's understanding, having never ventured out into the world. How will the PCs stop a naive yet dangerously magical A.I. determined to get out into the world?
The Abyss Approaches! Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations! Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap!
Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.
Long ago, a local priest created a warded graveyard on a remote hillside. As the years passed, it gained a reputation as a spot whose defenses were powerful enough to keep undead in and tomb robbers out. Adventurers began to bring the remains of any creatures they suspected might become restless in death to the Tomb Steppe for interment, and in time they also sought aid against such creatures from the friendly priest. After his death, a brief spate of undead activity commenced, then died away once again. As the years passed, the tales of undead activity in the Tomb Steppe faded into legend, and colonists began to move into the lands nearby. The town of Night Falls was founded a short distance from the graveyard, and it grew quickly into a thriving trade center and farming community. Realizing that the Tomb Steppe was safe enough during the day, the citizens began burying their dead there rather than building new crypts on pristine farmland. Because this method of interment was cheap and easy, people from many surrounding communities brought their dead to the town as well. The business of burial brought new prosperity to Night Falls, and a guild called the Funerary House sprang up to control the trade. But it seems that the threat from the Tomb Steppe has not entirely been laid to rest. The Great Mausoleum -- the largest and finest tomb in the steppe, has been unsealed, and an apparition has been seen within. Who will go to the Tomb Steppe by night and reseal the tomb? Lest Darkness Rise is a short adventure for four 7th-level characters. In keeping with the season, it has a stronger horror theme than most D&D adventures. This scenario can be used as the climax of a series of adventures featuring its secondary characters, or it can simply be a site-based adventure that the PCs stumble across at the right moment. The scenario is set in a semi-civilized area in the far north, far from cities and churches, where winters are harsh and summers never get very hot. These inhospitable conditions have resulted in a low humanoid population. The scenario need not be set in such a wilderness; a rural farming community far from cities works just as well. The only real requirement is that the area have few settlements. The action takes place in the small town of Night Falls and a nearby necropolis of tombs, mausoleums, and graves known as the Tomb Steppe. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
Haunted House Fun House Dungeon. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whos family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said tha this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit! A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wildernes on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneatht the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegal Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country. This is an officially approved playing aid for use with D&D. This edition was published by Gamescience.
100 Rounds is a Roleplaying adventure for the world's most famous RPG, is it designed for 4-6 characters levels 4-6, and takes up to 100 initiative rounds to run. *** You’ve been hired as additional security for this special city counselors meeting or whatever... easiest gold you’ll probably earn in your life. You settle into a cozy room next to city hall and get some shut-eye. A while later one of the guards burst into the room screaming. A goblin horde started attacking city hall from all sides, the building is about to collapse and three of the counselors are still stuck inside the building. You get out and run toward the entrance to the burning building. Guess you’ll have to earn that gold the hard way. *** This adventure includes: * 7 New types of Goblins including the Goblin Worg Shaman, the Goblin Assassin, the Goblin Fearmonger, the Goblin Wereworg, and more. * Over 20 encounters all fully stat and including a "tactics" section * A large battle map designed by Christian Zeuch (including a high res 8k map) * Interesting NPCs * Pre-generated player characters so you could start playing right away
“Where did all the villagers go?” “Into the dollhouse,” giggles the toddler giant. A series of disappearances leads to a cabin deep in the forest—now transformed into an oversized nursery by wild magic. A lonely toddler, turned into a giant by unstable alchemy, believes the world is his toy box. The players must brave enchanted playthings, a colossal cat, and the whims of a magical child to rescue the kidnapped villagers… all without becoming toys themselves. Inside the Nursery: An expansive giant-sized playroom filled with towering furniture, magical puzzles, and oversized hazards. A mischievous Construct Doll boss fight, complete with toy-tossing chaos and a giddy toddler interfering with every round. A magical paper fortune teller, twitching puzzle pieces, and a mouse-run resistance hiding stolen treasures. Includes a custom stat block, magical item (Bracers of Giant Growth), and multiple resolution paths depending on how the party handles the toddler. Perfect for groups who love whimsical danger, creative environments, and a touch of chaotic cuteness.
A Little Bit of Thievery is an unconventional freeform adventure for level 1 characters. The players are contracted to steal a magic item at a noble's fancy party, and are forced to abandon their weapons and rely on their wits to survive. Mayhem required and violence (mostly) optional. Success might bring the ire of an elite with a panache for vengeance and money to burn. Beats killing giant rats in the safety of a basement for a few silver pieces, right? Although it is specifically written for the 5th edition’s basic rules, the adventure can be dropped into any rules system or campaign with minimal modification. (Pay What You Want)
Inspired by the 12 Labors of Hercules in Greek mythology, this adaptation incorporates the classic quests, monsters, and motifs of ancient myth while injecting our interpretation of the personality and flavour of the world's greatest roleplaying game. As a result, though those familiar with the original myth may recognize key similarities in this adventure, it has been designed with the goal of re-formatting and reframing these heroic tasks in a new light, suitable for an entire mini-campaign fit for a whole group of brave and heroic adventurers. Use the Village of Kalogeros to incorporate each labor into a long running quest, or take bits and pieces and re-flavor them as necessary to fit your game. The choice is yours. Either way, we hope you enjoy.
The night mist hangs low around von Helter Manor. A man and woman share a tender moment on their balcony after the best night of their lives—a flash of red as they fall. Blood begins pooling around them, staining the earth crimson. A mysterious figure grins in the darkness. The Red Lady has taken her next victim. Pgs. 75-81
Deep in the swamp, villagers claim something unnatural is happening at a large manor on the edge of town. A suspicious owner whose wife died years ago is attempting something dark and terrible, and it's up to the party to stop him. The true fun of this adventure lies in the house itself, which is filled with hidden references and homages to the works of Edgar Allan Poe, with the author himself filling the role as the suspicious home owner.
Fleeing the rage that consumed their feuding families, Juliana and Orlando fled to the Cave of Echoes, where it is said every wish is granted. Two years have passed, and all attempts to return the lovers to their parents have failed, though some believe them lost in the enchanted garden beyond the cave. Many are the rescuers venturing into that enchanted park; a few have returned after long absences, their minds and memories curiously disturbed. Now, the handsome reward offered for the return of the lovers has tempted you, but who knows that lies beyond the Crystal Cave? TSR 9066
Far2 – Discord at the Docks is a short adventure based in the city of Phoenix in Fartook. Similar to Far1, this adventure is for low/novice level players. The adventure begins as your ship docks in Phoenix and you and your group debark. The scenario was designed for five players and gives them a variety of small problems to tackle. The PCs were on a delivery mission but mistook a subject on the dock as the intended recipient. The true owner is not pleased at the foul up and demands the party fix it IMMEDIATELY. Part of the inspiration for GenCon 17’s adventure, this scenario gives a number of “inconsequential” encounters that bring depth to urban adventuring!
This single page, single player adventure introduces a new adventurer to the exploration life! Despite reservations by their family, the young PC opts to head to a nearby town to begin their career. The road to Remus is blocked thanks to a raging river but there was a shortcut that could be taken…