The Chapel on the Cliffs is a 5th edition horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. The PDF comes with a companion PDF for scaling from levels 2-6. Produced by Goblin Stone
A 12-page adventure for OSE CONTAIN THE UNDEAD! Between jagged peaks hides a small dagger shaped temple. Inside live the followers of Polsin, half-elf god of vengeance. They spend their days plotting and obsessing over those that wronged them, but at night they tend their great cemetery. A few weeks ago a new adept stole the cemetery key and opened Polsin's tomb to steal his dagger. He died in the attempt, but now the graveyard's denizens have risen from the dead and treathen the outside world. Take the dagger! Face the tomb's defences and retrieve the lost dagger of Polsin, a legendary weapon capable of defeating any kind of undead and bring peace to the cemetery. Polsin's Dagger is a low level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl.
A retired adventurer approaches our heroes with a mission - help find a former comrade, a talented young wizard who went missing twenty years ago. The quest takes them into a magical underground lair, where every room reveals something as remarkable as it is deadly. But they soon realise that finding the wizard was the easy part...
In 1492 DR, a group of adventurers are approached by a ghost in Candlekeep who urges them to investigate the unsolved, grisly murder of the Yellowcrest family in Waterdeep five years prior. The investigation leads the adventurers to the nearby village of Greenfast, which is plagued by a secretive cult.
Forlorn is a dreary yet dangerous place, a land of secrets and whispers. Visitors can expect to find no safe rest, no respite from the terrible creatures that plague this land. The skies are perpetually overcast and the land is damp with rain. By night, sheet lightning illuminates the sky in ghastly colors. Even if the intrepid adventurers who come to explore Forlorn know that the lord of this domain is forever trapped within his strange castle, they should take small comfort from it. Servants of Tristen ApBlanc roam freely, and the land itself is horribly twisted. The encounters in this book are designed to offer an introduction to Forlorn and provide clues about both its lord and his home. Melancholy Meetings is intended to be used before the castle adventure book, Eve of Sorrows, but it's not necessary for the PCs to experience all of the encounters in this book before embarking upon the next. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088, from 1993
Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69
An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.
30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press
What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Includes 2 adventures: Eve of Sorrows Melancholy Meetings TSR 1088
Beneath the jungle-covered ruins of an ancient human temple lies a small outpost of grell that have taken to hunting the nearby area by night. Sangkon Bhet is a fairly typical example of a small grell outpost; the monsters occupy convenient ruins or caverns for a time as they search out new places to move a colony that has over hunted its previous locale. Pgs. 115-120
The Dark Lady has spread chaos and ruin across the Dessarin Valley, causing great misfortune to nearly all adventurers and guilds that visit. Thus, it is time to endeavor to bring this power to heel, helping save the Savage Frontier or deal with this threat in a more permanent way. Dive into one of her lairs, Rundreth Manor, survive the horrors within, and end her tyranny. A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8. A stand-alone adventure. Part of the Forgotten Wyrms Anthology. Content Warning: Slavery, sexual coercion, charm and physical contact (illusions), cannibalism, mental torture.
At the end of a forgotten back alley, in the weird and otherworldly marketplace of faiths known as the Bazaar of the Gods, stands the ruins of a forgotten chapel. Once the cult of the Carnifex was celebrated throughout the City of a Thousand Gates. But a band of holy warriors rose against the cult of executioners and torturers, casting down her signs and scattering her devotees to the winds. The fate of the cthonic goddess, and – more importantly – her fabled jewels remains a mystery…until this night. Set amid the sprawling decadence of Punjar, Jewels of the Carnifex offers low-level adventurers a chance to plumb the mysteries beneath the city’s soiled streets, explore forgotten crypts lavished with weird artifacts, and – for the quick and daring – claim the lost Jewels of the Carnifex!
An ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key—so obscure that history does not remember its form or even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands. The adventure contained within these pages will take a group of heroes from city to ruins, from wasteland to dungeon, and from despair to hope. It presents new creatures, spells and magic items. Published by Sovereign Press.
One Night Strahd (ONS) delivers the spectacle and catastrophe of gothic horror as a consistent and fast-paced short campaign for D&D 5e. It condenses and remixes the 200+ hour campaign of Curse of Strahd into a replayable adventure weighing in at 525 pages with 150+ illustrations, 12 maps, 16 encounters, 27 new magic items, and 60+ quick-play charts. With careful attention to the design of exploration, combat, and role-playing opportunities, our goal has been to make something for every DM and every table. After three years of extensive testing, we're proud to share this explosive adventure with you.
Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!
"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.
You are charged with rescuing Bea’s missing sextuplets and must bring their captors to justice. A walk in the park for brave adventurers, unless the trail extends beyond the darkness.
The adventure starts with a prophetic dream and a plea for help. The heroes are asked to recover a cart-load of supplies stolen by a band of savage monsters that have recently moved into the area. A strange fire wiped out everything the villagers had, and the stolen cart contains seeds and tools with which they can replant their crop before the season passes. It is a mundane task for heroes, but it seems simple and the villagers offer a reasonable reward. Adventure II: Dark Harvest from Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands Pgs. 9-30 TSR 1124
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.