Modrons, Mephits & Mayhem is a Dungeons & Dragons 5E tier 2 adventure for three to five characters of levels 5-8. It is primarily set in a modron-designed research facility that has been abandoned by its creators but retains guardians that are still active. Additionally, two groups have broken into the facility with their own goals in mind; the githyanki and their red dragon cohort are antagonistic and provide the main source of combat in this adventure, while a modron traveling with a few mephits may prove friendly although ultimately troublesome. Inspired by adventure games in which the protagonists explore baroque, esoteric technological fortresses, and seeded throughout with factions that sport competing and often bizarre goals, Modrons, Mephits & Mayhem is sure to test the mettle of any group of players, and will provide endless amusement for Dungeon Masters seeking something different from the typical hack-and-slash dungeon crawl. This 70-page adventure features: *Two wilderness areas, random wilderness encounters, and a massive, interlinking 3-level dungeon filled with bizarre puzzles. *Ancient machinery powered by elemental portals, all of which can be activated, turned off, or manipulated by the player characters and the various factions within the modron facility. *Planar creatures like githzerai and githyanki, modrons, mephits, and elemental guardians, skillfully placed into the High Moor area of the Forgotten Realms setting. *Monsters and NPCs that have detailed (yet easy to run!) personalities and goals that will provide tons of roleplaying opportunities. *Notes and sidebars on running the NPCs with added complexity, or simplifying the NPCs' motives to make the adventure more straightforward. *Tactics notes for every single encounter! *An appendix that features all monster stat blocks, and both tagged (DM) and untagged (Player) versions of the dungeon maps. *Wilderness hex map by Elven Tower Cartography! Three interlinked dungeon levels by Dyson Logos...and one of them is a flying fortress! Cover art by Patrick E. Pullen!
Your players have ventured so far north that they are within reach of the last vestiges of humanity. You are weary from your travels and decide that a respite in Gregat, City of the Shrine. The area is also home to several other spots of interest that you may go to since you are in the region. This ‘sandbox’ style offers several adventures for your players but beware, they are just as deadly as any dungeon delve!
Lost within the ruined House Cannith citadel of Whitehearth, an arcane workshop somewhere in the perilous Mournland, is the key to constructing a terrible magic weapon. Agents of the Emerald Claw will stop at nothing to recover the ancient device. As malevolent forces hunt for the artifact, only the most resourceful heroes will reach Whitehearth first and discover the secrets that lie within. "Shadows of the Last War" is a stand-alone adventure for the Dungeons & Dragons game that will immerse your characters in the Eberron campaign setting. Designed to challenge 2nd-level D&D heroes, it pits them against one of Eberron’s most nefarious organizations.
Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!
In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror
Far to the west, beyond civilized lands, lie the Tolomak Islands— volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
The Kierhammer clan of dwarves pride themselves as excellent excavators, but the respective families are not without friction. While clearing the entrance to the tomb of an ancient king, tensions rose following the death of one of the Kierhammers, who seemingly fell accidentally. It is your job to ensure the clan stays united, and when disease strikes, to make sure resources are managed properly, so that the mission is complete and you all return alive. A wicked force, however has other plans...
Adventure in a wizard's highly magical tomb. While still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.”
A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
After beating back the forces of The Triad the party’s fame has spread. Jobs have come in droves but none seem to interest the group until a strange letter is delivered by a young courier. A historian named Nagel Littlestrom would like some bodyguards for a pending trip to a place called the Delo Ruins to the east. Certainly a few items can be located that would be of interest to the party…
Disturbing shadows have grown long over the northern reaches of The Land of Song. The fierce people who once fished the chilly fjords and hunted in the evergreen peaks now huddle in their villages. An evil is abroad in the land. The heroes are charged by Jarl Yngvar with traveling to the Valley of the Sleeping Jarls, an old tomb in the hills where dead kings are laid to rest, to discover the source of the malevolence bearing down upon the land and with eradicating it. Who can say what evil lurks amid the towering peaks and shadowed fjords? For decades this malevolent being plotted his vengeance upon Hjalmar’s heirs, for the jarl had gone the way of all mortals. Taking for himself the name Mogens (“powerful”), this evil spirit, now a self-styled dark lord, gathered wicked cronies and servants to itself and came to the Valley of the Sleeping Jarls. There, he has spent nearly two decades corrupting and desecrating the sacred resting place, reshaping the hollowed tombs into a blasphemous temple to his infernal lord.
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
The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!
The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102
The island of Merehurst was once a bustling center for trade. But this was not to last, for in one single deadly night sixty years ago all the people and the animals of the town died - collapsing where they stood. The neighboring villagers of Coombe claimed that the miners dug too deeply into Ynyswel and the spirit of the isle was offended. The island gained a fearsome reputation and only the bravest would dare set foot upon its forested grounds. Yesterday strange lights were seen in the sky over the island and Ynyswel started smoking. The villagers can wait no longer. Brave adventurers must be found who are willing to investigate the Isle of Merehurst to either appease or oppose what lies behind the latest mysterious activities. Advanced Adventures #3 The Horror of Merehurst is an OSRIC(tm) module designed for 6-10 adventurers of 1st level.
The ruins of Castle Hermitage are shrouded in mystery after the disappearance of Lord Soulis Hermitage some 50 years ago. In the time since, the thriving village of Bellshall has grown a reputation for its market and specifically for the gemstones that can be bought there. Unfortunately for the people of Bellshall that supply of gemstones is at risk. Something is watching the Deep Gnomes who live and work in the mine. Soon it will need to feed. Are there any heroes who can help defeat this horrible menace, save the Deep Gnomes, and the village’s prosperity? Contains: A 4 to 6-hour adventure for four 4th level characters. With scaling information for other levels. A new CR3 monster, the Ettercap Host. Print friendly version. Accessible version. Separate GM & player map images for VTT use (Gridded and Gridless).
THE FIRST SET OF DUNGEONS ON DEMAND ADVENTURES! The first volume of Dungeons on Demand includes the first four dungeons: Bandit's Nest - Level 1 Adventure Dungeon Insidious Experiments - Level 4 Adventure Dungeon Fierce Tempers - Level 8 Adventure Dungeon Lord of Gloomthrone - Level 12 Adventure Dungeon It also includes the following supplements: New Twists on Old Monsters - Gaming Supplement Imbued with Magic - Gaming Supplement The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!
Afraid of the dark? Don't be afraid of the dark - be afraid of what's in it! The town of Hargast has recently been plagued by a series of grisly murders. No one is safe. For the past two months, the remains of humans and animals have been found, their bones picked clean and left to dry in the mourning sunlight. Pgs. 62-65