Stop the goatfolk, or watch the world be tread UNDER THEIR IRON HOOVES The goatfolk of Capra are a cruel, mericless race from the olden days. They sacrificed their souls to devils and swept the world like a plague, conquering and enslaving. The united races managed to enact a ritual and banish them out of time...but the Caprans have returned. Raiding parties strike from the wastes, stealing men, women and children in the night and dragging them off to Capran's black temples. Only the heroes can find out the Capran's true purpose and end the threat before the armies of goatmen sweep the world once more in iron and blood. Features 5 NEW MONSTERS designed to work together. Every combination is a new, interesting tactical challenge. UNIQUE MECHANICS: Each battle is presented on a unique battlefield. Will your players adapt or perish? ROLEPLAYING: How will players deal with the men who sell their brethren for a quick buck? Will they negotiate with the dark elves who have a tenous alliance with the goatfolk?
Explore an abandoned wizard’s tower in this short mini dungeon! This adventure is a Micro Dungeon. Preface Long ago a wise wizard named Adubeus lived deep within the forest. As he lived, he would pass out nuggets of wisdom to those in need, and aid the local townsfolk in times most dire. Long past are these happy days, however, and the kindly old wizard has not been seen in many decades. Some say he found a calling elsewhere in the world, while others whisper of his demise at the hands of a secret experiment gone awry. One thing is certain, however. His tower, long forgotten, still stands out there in the forest. Occasionally, some hapless person wanders upon it much to their personal peril. The specific details of Adubeus are left vague on purpose. This small adventure is intended to be played as part of a larger campaign, and the location can be modified to fit your setting. The reasons for your adventuring party to be heading towards the tower are entirely up to you, however, below are some good sample adventure hooks.
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.
A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?
Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.
As a new Ice Age spreads across the Forgotten Realms, cities fall to the unstoppable Glacier of the Frostfallen – all but Stormhaven, holding on against the forces of the Frost King. Neverspring Frost is a 17th-20th level campaign for seasoned players featuring the existential threat of an eternal winter blighting the world of Toril. The city of Stormhaven has managed to survive the Glacier, a wall of magical winter that has enveloped the land. From Stormhaven, a party of adventurers arises as legendary heroes who will strike back against the legions of Frostfallen and reclaim the world.
The PCs are hired to escort a merchant boat to Rygar, a new settlement that has sprung up on the banks of a tributary of the Neverwinter River deep in the Neverwinter Woods. The mud of Rygar is much desired by potters for its physical attributes, but it is also desired for a mating ritual by a tribe of lizardfolk. What happens when the lizardfolk show up to roll in the mud? This product now contains Part I: Into the Mud, and Pat II: Out of the Mud. It includes new monsters, a new settlement with brief descriptions of many of the townspeople and buildings, maps, new feats, and new weapons.
This is a trapped corridor which can be dropped into any castle, dungeon, ruin or underground adventure. It features full rules on how to scare the living be-jesus out of your adventurers and have sone great fun with them too. Get ready... as the 'Umber Eyes' is ready to receive you...
Under Mirt’s Folly is a 200+ location mega-dungeon from Dunromin University Press Mirt the Long Flame was a mighty wizard a hundred years ago. He fell in love, so the story goes, with a beautiful Goddess. Using all his powers he built his true-love a temple and a pleasure palace with the intention of making her his wife. On midsummer’s eve he bent all his powers to calling her down from Olympus, luring her to our world with the sweetest compliments and tempting gifts. After several hours of calling she appeared and he proposed to her, explaining the wonderful life together he had planned for them. She was not amused. The blasted remains of the temple and the derelict palace, all made from the finest white marble, are all that remains of Mirt’s crazy ambitions. The abandoned ruins are now known by all as Mirt’s Folly. Of course, the anger of a mighty Goddess leaves deep scars in the landscape. A hundred years later the hill, despite being in civilised lands, remains an abandoned place of strange magic. It is the haunt of ghosts and monsters and all who go there return changed, fearful and anxious, if they return at all. No one knows the nature of the Curse of Mirt’s Folly and few desire to find out. But Mirt was a great mage! His powerful magic items and his many books of spells and research have never been found, not to mention the vast wealth he had accumulated. All this amazing loot must still be up there, in the ruins of the palace, or perhaps below it, in the catacombs he is said to have dug there. But who is brave enough, or foolish enough, to go and look? WormThe best-selling Under Mirt’s Folly is just one product from Dunromin University Press. As with all our supplements, Under Mirt’s Folly represents astonishing value, offering excellent quality and quantity at rock-bottom prices: A challenging scenario for a party of 4-8 characters of levels 5-8; Written for OSRIC, OSR, 1st and 2nd Edition D&D and compatible with pretty much ANY FRPG you fancy; More than 100 pages with over 250 encounter locations over 8 levels; Four wandering monster tables; A rumour table to inform and confuse; New and inventive uses of all kinds of Monsters; Inspiring new magic items; Tricks, traps and treasure enough to make any player salivate. And all this for less than FOUR BUCKS for the pdf and not much more for the softback or hardback print copy on Print-on-Demand: that's amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at DunrominDunromin University Press...
The heroes have spent the last several days in the quiet, secluded town of Relvaunt. Relvaunt's vineyards, wines, and scenic beauty are the subject of bards's songs, and many travelers journey long miles to visit them. Another site receives far fewer visitors--several miles east of town, partially obscured by woods and hills, stands the wondrous Castle Freitstein. As the heroes depart the town in search of adventure, an elderly couple approaches them. The woman suddenly clutches her chest and collapses in the street and the old man calls out to the heroes for help. Includes castle random encounter chart, a map of castle grounds and isometric castle level maps (four main levels, a tower level and a cellar level).
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. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141
Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site. When a cult crashes the performance and the nobility change into hideous walking dead, the Pathfinders are forced to choose between finding Wuthers or saving themselves.
High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110
Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.
Now bound to Queen Abrogail by infernal contracts, the villainous adventurers are tasked with destroying the Glorious Reclamation's headquarters in the former citadel of the Hellknight Order of the Godclaw, where they face a gold dragon ally of Iomedae herself! Only if they can survive the terrible onslaught of this fearsome foe and secure the citadel from the revolutionaries can the vile characters succeed at their quest—to perform an evil ritual, using the dragon's head to craft a legendary weapon capable of defeating the Glorious Reclamation's army of valorous knights once and for all.
During a brief stop-over at a wilderness stronghold, a simple trip to a local provisioner reveals foul play! The shop has been broken in, and the shopkeeper is missing. But the place has not been burglarized. The heroes are thrust into an investigation. Clues discovered by the heroes’ hint at larger corruption that festers among the border lands surounding the stronghold. What sinister forces lurk beneath the keep?
A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a salt mine taken over by aggrieved Salt Knockers, - a swamp settlement destroyed by raging Swamp Brutes, and - a decadent earthscraper where the residents found immortality within their Iron Thralls. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 4, 5, and 6. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for low-level characters Level 4-6 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
Beneath the blood moon, a dark monastery appears for one night atop a high plateau. Inside its walls, the mighty black lotus flower reaches its full bloom. Can the characters steal inside the monastery, defeat its sorcerous guardians, and claim the blossom before the sun rises? Monastery of the Shadow Sorcerers is a fiendish sword-and-sorcery adventure and includes: -An extra-planar monastery brooding beneath the blood moon -Sorcerer-monks who move like smoke and strike with fire and blade -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops