5e Solo Gamebooks presents The Tortured Land, the fourth in our series of solo adventures set in the Forgotten Realms. With this adventure, we take off the gloves and throw your PC into the thick of some serious danger in the frigid north of Faerun. Only the most hardened adventurers will make it through this adventure in one piece, and with several different paths available, replayability is assured. The Tortured Land will provide you with hours of enjoyable, challenging play time. Arriving in a lonely village in the middle of the northern plain known as The Ride, your hero is soon drawn into a quest to retrieve a precious artifact. From there they will journey even further north, towards the barren waste known as the Tortured Land, in search of an unknown enemy. There are items to collect, codewords to activate and perils to avoid. And of course, many combat encounters! As always, hyperlinks are included in the text to facilitate easy navigation, removing the need for scrolling between entries.
In Par2 - Patrician Stronghold, the base defense of the nation is discussed in detail. For decades the protective ring of fortresses has protected the country from outside forces bent on overthrowing it. This offering explains the general overview of the consistently made fortifications as well as giving a low-level adventure to explore a deserted one!
Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.
Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business. Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs! 13 Adventures for Character Levels 0 to 25. TSR 9222
The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?
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!
Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms.
The Frog People were never a threat before, more of a nuisance really, they would show up once a year steal a few things and drink some ale. Then they would be gone. This year though they did not leave and now they are taking people! The town needs help and it has found it in you and your friends.
A Pliable Dungeon for use with any fantasy sandbox. This adventure is formatted to both 1E & 5E gaming rules.
A 1st-level dungeon crawl for Shadowdark RPG where the characters delve into a ruined citadel hunting for legendary treasures while avoiding the wrath of the infamous scarlet minotaur! Inside the citadel are secrets about the downfall of the warrior-cultists who once ruled it, three legendary weapons they wielded, and several factions of intelligent creatures to turn into allies or enemies. This adventure is part of the free, digital Shadowdark RPG Quickstart Set, which comes with two 68-page booklets (Player and Game Master guides), 8 pre-made characters with gorgeous art, and a form-fillable character sheet. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Download the free Quickstart set here: https://www.thearcanelibrary.com/pages/shadowdark
The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54
"The adventure begins with the PCs lost in the streets of Sigil's Lower Ward." --from the module. The PCs are approached by a tiefling telling them about a job. The tiefling's employer wants the heroes to search for a child who is rumored to be some sort of chosen one from an ancient prophecy. Includes a map of Durkayle's Stronghold, a map of the Black Sail Tavern, a map of the Screaming Tower, and an isometric map of Zactar Cathedral.
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.
The game is afoot in the royal palace. A thief prowls the dwarven palace, but even more goes on than meets the eye. Set in in a dwarven kingdom, a peace treaty with an aggressive rival kingdom is to be signed with ceremonial gifts exchanged to mark the occasion. However the treaty is put in jeopardy when the ceremonial sword that was gifted to the kingdom is stolen before the signing. The adventure begins when the characters receive a vision that directs them to help the kingdom. They must investigate the mystery of the missing sword, navigating a diverse cast of palace dwarves in order to preserve peace in the kingdom. A tale of intrigue, can the heroes find the sword before it is too late? Pgs. 16-32
This third installment of the Aumvor saga includes: ● 19 encounters ● Stats for Living Zombies (converted from 3.5e) ● and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. 𝐁𝐞 𝐬𝐮𝐫𝐞 𝐭𝐨 𝐜𝐡𝐞𝐜𝐤 𝐨𝐮𝐭 𝐓𝐡𝐞 𝐓𝐨𝐰𝐞𝐫 𝐨𝐟 𝐁𝐨𝐧𝐝𝐚𝐠𝐞 𝐩𝐚𝐫𝐭 𝟏 “𝐀𝐮𝐦𝐯𝐨𝐫𝐬’ 𝐖𝐞𝐥𝐜𝐨𝐦𝐞” 𝐚𝐧𝐝 𝐩𝐚𝐫𝐭 𝟐 “𝐅𝐚𝐧𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐉𝐚𝐢𝐥𝐞𝐫𝐬”.
Ranked in 2004 as the single greatest adventure of all time by Dungeon magazine, this is a compilation of three series of modules: the G series "G1-2-3 Against the Giants" (G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King), the D series (D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, D3 Vault of the Drow), and Q1 Queen of the Demonweb Pits. The characters begin by attempting to stop giant raids that have become prolific. They find out that the giant alliance is caused by the drow. They then descend into the Underdark in order to find the drow and stop their sinister plan. TSR 9179
After a restful time in Queen’s Point you begin to hear rumors of some “lost city” being discovered. After speaking with some of the locals and visiting the library you become intrigued. Apparently Harvick was abandoned during the plague years and its riches were never recovered. Along with the regular valuables one would find in an abandoned city, it is rumored that an ancient artifact or two may also be present. Sounds like it’s time to strap on the adventuring gear and take a look around.
Are you ready for some HACK 'N' SLASH action? Do you yearn to unveil the hidden mysteries of the DWARVES? Are you thirsty for some UNEXPECTED encounters? The long lost Dwarven Kindgom of Gleodemar holds a relic of the past, Svarogs's Anvil, a magical artifact that can boost weapon production. The Heroes are sent to reclaim it, but the ancient fort is not empty and the new denizens have settled for good and do not seem keen on sharing any treasures. Will the Heroes manage to overtake them in a direct (and bloody) confrontation, or will the try to slip through the shadows to reach their goal? Maybe they will be captured and the "cavalry" will have to save them? In this adventure anything goes and it takes only one mistake to unravel the Heroes' careful plans and make them prisoners of the Keep. In this slightly challenging 5e hack 'n' slash adventure for 4th level PCs you will find: - a detailed story behind the Dwarven Kingdom of Gleodemar - a powerful dwarven artifact - a back-up NPC party, in case the heroes require a "deus ex machina" intervention - an optional ethical dilemma, to spice things up - both DM and player-safe maps - 3 boss monsters that can be used as future antagonists - non-stop action and suspense until the last minute of this 3-act mad rash and if all of that still does not sound fun, there's ALSO a race against time before the curtain falls. Download away! (and don't forget to share your feedback, we'd love to hear it!)
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.
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.