The graduates of the Magaambya are known as some of the greatest wielders of magic in Golarion. Now it's time for a new group of students to take their first steps on the path to greatness. In Threshold of Knowledge, you take on the role of one of five students from the prestigious Magaambya, the oldest school of magic in the Inner Sea region. When a teacher goes missing, it's up to these new heroes to step up and solve a wicked mystery that threatens the existence of the Magaambya itself! Threshold of Knowledge is a short adventure for 1st-level characters that takes the heroes into the Magaambya and the nearby city of Nantambu. In addition, the five pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of new heroes in training!
Something is amiss in the town of Rhiannon. Recently raided by a band of vile creatures, the citizens of Rhiannon were shocked to find their lord at the root of the incident. And now Lord Kent is holding a competition for “all walks of life with a propensity for the gambling arts.” Will the PC aid the citizens of Rhiannon and uncover the truth about the mysterious Lord Kent? Or will the PC take this opportunity to line her own pockets? Either way, the answers lie inside the walls of Lord Kent’s keep and the gamblers within.
"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?
Uncover the curious tale... When the party are shipwrecked they take shelter in an old forgotten cottage. They soon find themselves uncovering the mysterious death. One thing is for sure, they are not alone... Back to the sea is a 3-5 hour one shot, recommended for Level 3-4 adventurers. It offers a refreshing and different look at Ghosts in D&D. Contains 3 beautiful original digitally illustrated Maps. Unique Monsters and interesting combat scenario. Encourages player creativity and problem solving. Screen reader version.
When the Guildmaster speaks, everybody listens. When the going gets tough, the thieves get going. For 3-6 thieves. Pgs. 9-16 & 34
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.
Rumors have been spreading in small towns and hamlets, regions isolated in the far reaches of the wilderness and cut off from major cities and trade routes. Rumors of strangeness in the forest, where the animals suddenly watch with intelligent eyes while the sound of a crone’s laughter pierces the veil of night. Rumors of young men and women disappearing without a trace in the wilderness. Rumors of a cottage that walks on enormous chicken legs. Rumors of Baba Yaga. Those rumors turn out to be true and the Dancing Hut of Baba Yaga has come once again to haunt, confuse, befuddle, and terrorize the far corners of the land. The Grandmother of Witches cackles in her flying mortar as she sails over the trees, a shadow in the darkness, but what does she want? Why has she come? And what strangeness awaits in her fantastic hut on dancing chicken legs? Brave heroes are needed to head out and find the answers to these questions and more! Welcome to the Dancing Hut of Baba Yaga, an adventure unlike any other. Baba Yaga, the Grandmother of Witches, has come to town, and her dangerous and mysterious Dancing Hut beckons adventurers to brave its wondrous depths. Open the doors, unlock the puzzles, and meet the famed witch, her adopted daughters, and a host of other strange characters. This module presents the Dancing Hut and its most famous owner, Baba Yaga, as an adventure site worthy of high-level exploration. You can use the module in many different ways, and the Adventures in the Hut section provides ways to entice characters to seek out Baba Yaga. In general, the adventure environments presented are designed to challenge a party of characters levels 11-16, but with some adjusting and focus on non-combat solutions, a party of lower-level characters could also explore the Dancing Hut.
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.
"House of Reeds and Whispers" is the lair of a pair of red hags, suitable for four characters of 8th level. This adventure can be completed in one session. Two red hag sisters recently exsanguinated an eccentric collector named Nahl Fry and took up residence in his swamp-side home. Liori and Ijith were seeking an artifact from the ancient city of Talitheos, the sunken stronghold of the red hags. They found the artifact, a pair of knitting needles made from blood-infused coral. in Nahl Fry's collection. The sisters yearn to understand how the artifact works, and so they are testing its dark powers against a nearby hamlet. They have knitted rapidly growing crimson reeds that funnel the blood of fauna and farm animals back to the house. The hamlet's leader, Galnas, hires the PC's to investigate. The party must press through the reeds, defeat the sisters' guardians, face the hags, and end the reedy infestation.
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
Trouble always comes in threes. For years the mansion has hidden its secrets and its sorrows, but now it has returned to dreadful life. The Ghost of Mistmoor is an investigative adventure where the PCs are tasked with finding the entrance to a secret vault in a haunted mansion. There are ghosts to be had, but unbeknownst to the characters also a cunning thief and her sidekick took residence here. It does not contain many combat encounters but has a rich list of spooky events, some from the ghosts, some staged by the thief. Pgs. 52-70
"A well-written adventure through a mansion filled with dark secrets." The party is recruited by an innkeeper to recover a flower from a nearby mansion. He is an alchemist and he is running short on his supply of the Midnight Violet. Town rumors warn the party to stay away. But, that's unlikely given that your heros are mighty and brave. While exploring the mansion, the adventurers will learn the story of the family that once lived there and what caused their demise. That is...if they live that long. Two new creatures and one new magic item are introduced in this adventure.
“Come! Sit! Be my guests. You will find that dinner is up to the highest standards, and I’ve even provided a show.” When the adventurers entered the manor of the old mayor they did not expect to fall into another plane of existence. It seems Archmage Lonore was ready for their arrival, and had arranged the finest entertainment... for herself. Can the adventurers survive Lonore’s death trap and capture the mad mage once and for all? This one-shot adventure is designed for characters of 6th level, and contains plenty of traps, encounters and misdirection. Adventure Synopsis Chasing the bounty on a murderous archmage, the characters find themselves plunged into an arcane deathtrap. Their quarry was prepared for their arrival, and had devised entertaining challenges (for herself) in this magnificent mansion demiplane. The characters will fight through various arcane hazards on their path to the inner sanctum of Archmage Lonore. As they get deeper and near the sanctum, the characters will meet the mage and her mother, possibly learn a bit about the relationship between them. This encounter leads to the final showdown in the archmage’s sanctum, where the orb of reality is located. The adventure includes a map for every encounter! (Print & VTT versions) Published by Beyond the Screen
The General who commanded the successful and profitable Crossroads Mercenary Company turns up murdered in his home, on the very eve of his scheduled announcement of which of his ambitious captains he’s chosen to succeed him as commander-in-chief. Every one of those commanders was in the house when the murder occurred, so they’re all suspects. If that’s not enough to keep things exciting, the clock is ticking down to zero. The General made a pact with devils years ago, and unless the murder is solved quickly, an infernal gate will open, allowing devils to flood through the General’s mansion into the world at large.
The Lady Marinto’s father is embroiled in political turmoil in his home nation. So he spirited his daughter away and the PCs are asked to guard her for a time. But just who, or what, is after her…and why? A four-hour adventure for 4th level characters set in the Forgotten Realms, featuring elements from far-off Kara-tur.
A Ghastly Mess is a one-shot adventure for a group of 3rd-level characters that takes place in a haunted mansion Unlike your regular haunted house, the inhabitants of this building are far from scary. The ghosts of the former staff still live in it—or, well, unlive—not realizing they’re deceased and unable to move on because of it. The Lord of the mansion still awaits the return of his beloved, Lenore, for which he has commanded the staff to have the house in pristine condition. Help the only alive member of the staff, a sleepwalking old-man, clean the house, defeat any and all monsters that might be lurking in the somewhat abandoned building and help the ghosts pass on to the great beyond in this short but exciting adventure! The story includes a host of interesting characters for your players to meet, each with their own unique personalities and accompanying art; an array of unique monsters specially designed to challenge your party in more ways than one; and an intriguing mystery surrounding Lenore’s fate and what happened to the members of the staff. Now, you might be thinking “hey, this ain’t spooky at all, what gives?” and to that I say: how dare you?! Nothing is scarier than doing your chores! That’s why we built an adventure around it! That being said, A Ghastly Mess is not meant to be a scary story, but rather an interesting mystery-type of social adventure. Most combats can be resolved by running away, the stakes are low, and the NPCs don’t think of the situation as anything more than a normal day in their lives. The tragic aspects of the story have already happened by the times the characters show up, and the intent is for everything to go well from there.
Haedirn Lastlight is a respected elven wizard and sage. After the death of his lover Lyonthel, the elf has been overcome with grief and has locked himself away in his study- a small manor on the cliffs of Wailing Crag. Haedirn has not been seen for over a year now, and those that knew him are beginning to worry. Worse still, a band of ogres has been terrorizing the nearby town, slaughtering the town folk and haughtily boasting the elf wizard is dead. The PCs must put a stop to the ogres' attacks, make way to Wailing Crag to root out the rest of their gang, and lay Haedirn Lastlight's tortured remains to rest.
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.
Welcome to Baldur's Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur's Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?