A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
The Githzerai and the Githyanki are constantly at war with one another, but now the Githzerai are looking for whatever help they can get to clear out one of their captured fortresses from their armor-wearing rivals. Perhaps you adopt a faerie dragon while inside or play some cards with a chaos loving Efreeti who drops by at just the right times.
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!
The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.
The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar.
The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
Experience this totally wicked two-hour adventure for 3-6 characters levels 5-10 from the fantabulous minds of Anthony Joyce and Oliver Clegg! Whoa! You’ve just killed Strahd but his body remains?! How can this be?! Lead your party on a retro journey through Castle Ravenloft to collect five pieces of a powerful artifact known as the Pentaforce to summon a powerful entity that can put an end to Strahd’s reign once and for all! Experience the rad music of the 1980’s as it guides you from room to room, confronting horrors like the Brunch Club, Ghost Hunters, thrilling zombies, Ricky Roll, the Loonies, Prom (Barovian Winter Fantasy ‘86), a flash-dance off with hags, aerobics with undead, Jeremy Krawfjord, Kris Purkens, and much more! This 1980’s inspired PDF is professionally designed and illustrated by Gordon McAlpin (Creator of Death by Goblins!). Inside you’ll find hyperlinks to each creature and their stat blocks on D&D Beyond accessible for free! This PDF also includes hyperlinks to a curated “Weekend at Strahd’s” playlist on Spotify so you can wow your players and relive the epic music of the 1980’s as you put an end to the reign of Strahd von Zarovich! This adventure does not require players to have played Curse of Strahd, nor does it spoil anything in Curse of Strahd. This adventure is designed to play casually as a one shot in a tubular party atmosphere, it’s soooo bodacious. P.S. One player plays as Strahd’s corpse...yes, you read that correctly...one lucky player gets to play the entire time as the corpse of Strahd! Oh, and the player that dies the most wins a crayon drawing of Frankenstein Ronald Reagan. Enjoy!
The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!
Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well.... This is a boxed set adventure containing 3 adventures: Whom Fortune Would Destroy: https://www.adventurelookup.com/adventures/whom-fortune-would-destroy The Baron: https://www.adventurelookup.com/adventures/the-baron Homecoming: https://www.adventurelookup.com/adventures/homecoming TSR 1141
In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios
“Do not try to escape. You are in my control. Look at me. I am the sum of all evils. Look carefully. My power infests all times, all galaxies, all dimensions...many seek me out...But see how I destroy their lives..." (from the film, Heavy Metal, 1981) For half a century, life in the mining outpost of Piktown has been peaceful and prosperous until a strange green glow in the nearby mountain range rekindled a frightening legend from the past. Does this recent luminous phenomenon signal the return of the dreaded Cult of the Green Orb? The Overlord has hired you and your fellow adventurers to stop the troubling green glow! This module is a classic-style dungeon crawl meant for a single night’s play, with plenty going on behind the scenes to keep players (and referees) interested. For use with Swords & Wizardry** or the Original Edition of the First Fantasy Roleplaying Game
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.
5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.
In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48
The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.
An exiled queen threatens to kidnap her own daughter. A lonely king laments his lost heroic days. A troubled princess struggles with her awakening powers. The realm's most renowned heroes must find a way to fix the dysfunctional royal family in order to save reality. The Princess Predicament is a one-shot adventure for 20th-level characters. It includes: - adorable pink rooms and horrible shadow monsters - a battle for the fate of the world and a battle for a little girl's future - a doll castle - legendary statblocks - 20th-level pregens
Powerful Magics are Loose in Karameikos! You and your companions are starting on your first adventure and you've been swept into the intrigues surrounding the infamous Black Eagle Barony. To prevent the evil Baron von Hendricks from gaining more power, you and your cmpanions must retrieve the magical Eye of Traldar from the wizard's tower at Fort Doom. Can you escapes the clutches of the armed garrison? Will the Baron gain the powerful artifact and use it for evil? You and your friends make the choices and affect the entire Grand Duchy of Karameikos. This module is particularly recommended for novice Dungon Masters and players who want to try their hand at overland adventuring. Recommended for four to six characters, levels 1-2 Handouts and pregenerated characters provided Suitable for use with the Dungeons & Dragons Game box and conventional D&D Game rules Features simple rules on outdoors travelling for exclusive players of the D&D Game box Adventure in the monster-filled caverns and dungeons beneath Fort Doom. TSR 9271
Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press
An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.