This guide describes how to run a one-session festival for your players. It combines a black market, costumes, and various activities suitable for different PC skills. The setting is a beach at night near a coastal town or city, but it can be easily adapted for other locations. It is suitable for players with little experience, and characters of any level. It makes a good first session for new players since they can try various skills without risk.
Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041
Shrouded in whispered rumors, Crow’s Rest Island has been avoided as long as any can remember. Nothing but death, and the memories of those long gone, greet any who take to land upon the isle’s shores. It is to this island that the PCs will find themselves driven as a storm threatens to drive their ship below the waves. Awaiting the PCs are far more than ghost stories upon this island, for there lives a very real threat, hiding here among the legends that keep sailors at bay. A classic ghost story that casts the PCs not as adversaries to the specters, but rather as their benefactors, Crow’s Rest Island challenges the PCs with a tribe of foul kobolds, a haunted village, and the forgotten servant of a long departed ice devil. An excellent introduction to the Aventyr Campaign Setting, this adventure gives the PCs their first glimpse into Vikmordere culture. A0 may also be easily ported to any setting containing a northern wilderness near a large body of water.
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods. As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythology—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient history. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs. Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?
Nothing living guards this island - that's the problem. The party must clear a burned out abbey, only recently the home to a group of evil clerics.
557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint, and the choking products of its industrial forges sweep from the majestic harbor to the fey rainforests that dot its knife-toothed mountains. The Unseen Court, the Great Hunt, and the many spirits of the land no longer receive tribute, but they cannot enter these new domains of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this bleak urban labyrinth. Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new era is nigh. But what they cannot foresee, hidden beyond the smog of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist. This tome contains Act One of ZEITGEIST: The Gears of Revolution, a cinematic adventure path designed for experienced Game Masters. These five 'steam and spell' adventures will take your party - members of the Royal Homeland Constabulary - from 1st to 8th level as they solve murders, engage in magical spycraft, and unearth villainous conspiracies. Take a step away from traditional fantasy, and play a part in shaping the coming age!
Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!
Trouble darkens the shores of the Vezdali Peninsula when an earthquake hits, sending part of the village of Palma Flora down into the sea. Seizing their chance a tribe of Sahugain descend upon the village, lead by their leader Selachai, a Sahugain Warlock.
"Temple of the Deep Ones" is the lair of a group of deep ones and their god, suitable for four or five 7th-level characters. This adventure can be finished in one session. Ship captains report that a mysterious island has surfaced in the middle of a heavily trafficked trade route. Worse, ships that venture too close to the island are assaulted by a terrible creature and its servants. The island is disrupting trade throughout this part of the world, and several ships have already been lost. Unbeknownst to those that know of the place, the island rises at the will of Shar-Ngolyeth, a long-lost deity also known as That Which Lurks Beneath the Waves. The island is populated by a cult of deep ones and the beasts they have subjugated in the name of their dark god. The creature responsible for sinking ships is an aspect of Shar-Ngolyeth, a kraken. It is not meant for combat encounters; it's largely a plot device in this encounter.
A level 3 temple incursion adventure by Brad Kerr. In a golden temple of healing on a sundrenched island, blissful amnesiac patients are held prisoner by monstrous caretakers. Intruding PCs will need their wits and their swords to unravel the temple’s secrets, snatch its treasures, and escape. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"
Riches beyond imagination await! Buried decades ago, the great treasure of the notorious Captain Jadescale is waiting at the Mistcliff. Though the exact location of the treasure is unknown, it’s said that the owner of the Shore of Dreams has clues about the location, although nothing is ever that straightforward when it comes to treasure. Can you unearth the secrets of the treasure of Captain Jadescale or will you be undone by its mystery? This 3 - 6 hours adventure features: • 18 pages full with social encounters, dungeon crawling, puzzles and a hint of mystery • custom art and handouts for your players • custom map with a DM and a player version • custom TashMob paper miniatures • new monsters, npcs & magic items A Dungeons & Dragons adventure for characters of level 5 to 7.
The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.
The Pathfinder Society sends you to the fabled Kingdom of the Impossible, the island of Jalmeray, to stop an Aspis Consortium black market relics dealer who is organizing the local bandits and violently robbing Jalmeray and Pathfinder Society caravans laden with relics, artifacts, and magical mysteries. When a venture-captain is murdered by the Aspis Consortium agent, it's up to the PCs to find him and do whatever it takes to stop him.
Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster. A Four-Hour Adventure for 17th-20th Level Characters. Optimized for five 17th-level characters.
Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko. It contains: Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker. Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. A slew of new otherwordly monsters. A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up. A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.
This adventure has it all for an upper level group of players. With the rumor of a lost wizards staff on an island, the chase is on to find this powerful piece of magic. Arrival on the island leads off in over three directions and each path has a different set of challenges and rewards. Can your party locate the staff?
After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…
Beneath the frozen waves, an ancient power stirs. In the icy north, ships vanish without a trace, drawn toward a massive drifting iceberg. Legends speak of a powerful artifact buried within—one that calls to the sea and those who sail upon it. But the glacier is no ordinary formation; its tunnels are filled with lurking predators, yeti clans, and an ancient Icebound Hydra whose severed heads regrow as living ice. Can your party brave the treacherous depths, uncover the iceberg’s secrets, and escape with their lives? Or will they too be claimed by the frozen tide? Inside This Adventure: ✅ A perilous arctic dungeon crawl with chilling environmental hazards. ✅ A tense nautical encounter with eerie Will-o'-Wisps and a Sea Hag ambush. ✅ A monstrous final battle against the Icebound Hydra, a regenerating beast of frost and fury. ✅ A cursed artifact—the Shard of Dominion, which grants power but demands a terrible price. ✅ Multiple adventure hooks for easy integration into your campaign. This adventure is part of Thirsty Tiger Tales, an upcoming collection of exciting one-shots for D&D 5e! Perfect for a one-shot or a side quest in any high-seas or arctic-themed campaign. Pay What You Want for the first month! Suggested price: $1.00 Will your party conquer the frozen depths, or will they become yet another legend swallowed by the ice?