On the trail of Baba Yaga, the heroes find themselves transported to the barbaric land of lobaria on the far-off continent of Casmaron. They must explore three ancient, mystically linked dungeons in search of more clues to the fate of the Queen of Witches, while contending with savage centaurs and demon-worshiping frost giants who seek to claim Baba Yaga's secrets for themselves.
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
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.
A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
The tournament of the bloody stones has come to Taux, and the streets are said to run red with the blood of the combatants. Now, amid the crackdowns of the Sturgeons and the secret duels of the three great fencing schools, the heroes must once and for all solve the mystery of the House Vash blood feud. Taking on the guise of foreign swashbucklers, all must brave bloody single combat, pirates, ravenous cursed lowl, and evne magical reverberations from distant Roslof Keep! Complete the Adventures of the Emperald Serpent trilogy with this module. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Enter the Dwarven Forge world of Mythras with the first part of this new city and miniatures based trilogy, The Hidden Valoria Campaign. Discover the world built to provide tabletop with unique miniature opportunities using Dwarven Forge licensed products. Take on the adventure as newly relocated members of the neighborhood of the Patina Court. Battle gangs, undead, and other threats as you try to make a living inside this ancient and mysterious city. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
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
The Triad Series comes to a head with the party be called upon to again save the land. While successes against both the Goat and Lion branches of the triad have been successful, the toughest group, the Dragons, has formed the army and is moving against the forces of good. Can your party meet the force that General Barsoon has assembled?
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
Stop evil cultists of the Crushing Wave. The party rescues a member of the Brotherhood of the Cloak in Mulmaster (local mage guild); Drayson Fivestar. Drayson asks them to investigate the murder of his colleague. After some urban investigation, the investigation leads to a former guard tower of the Zhentarim, now occupied by elemental cultists. The tower was submerged in mud, but recently uncovered. The party faces of with the cultists. (Large page count, but feasible as a one shot after some editing, will probably take two sessions at most)
Unravel the Mystery of the Darkside Brewery. Designed to be a fun, 5E adventure themed (loosely) around Cinco de Mayo... and the time magic called chronomancy. The Story. Nearly thirteen years ago, a powerful magic gripped the Darkside Brewery and sealed its doors. No one went in. No one came out. A few days ago, those doors reopened, releasing a silver mist that temporarily aged all it touched. Yet nothing else emerged. What happened to all the workers and visitors within? What could have caused the silvery mists? How could the doors have remained sealed for so long, and why have they reopened? Do you have the courage to figure out what happened within the Darkside Brewery? Gather your allies and find out!
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
The Last Point is a prison and outpost of the Corrive Empire, a realm ruled by a cruel green dragon named Lady Corrive. The Corrivians are well known for their hatred of magic users, and their extensive slave trade industry. A forest realm with coasts on three sides and mountains running through the center, Corrive is rich with a variety of resources. However, the rocky northern coast is out of the way of their navy and relies heavily on hired ships to help transport various goods including prisoners and slaves to isolated outposts, training centers, and slave colonies. The northwest coast of Corrive is rocky and many parts of it are elevated, making it isolated from much of the mainland. The Last Point is a recycling center where captives meant for death row who are either deemed “not important enough” to execute publicly or “too disgraceful” to execute publicly are sent to be tortured and then killed. The place seems to operate on sort of a “well, we have too many so some have to go now” policy. The Last Point has no official deadlines for killing.
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.
Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64
X11 Saga of the Shadow Lord consists of two linked adventures as a mini-campaign: In the first adventure called Elvenstar, PCs try to steal a magic item from the Shadow Lord to thwart his planned invasion of a peaceful neighboring kingdom. Encounters in this adventure include a village populated by adventurers, and a cloud giant living in a small castle, before the party reaches the Shadow Lord's lair for the final encounter. In the second adventure, also enclosed in module X11, The Halls of Drax Tallen, the Shadow Lord returns more powerful than ever. His undead minions are searching for another magical item to give him immense power and the PCs must find this item before he does. Player characters must get past the undead army of the Shadow Lord and infiltrate his haunted fortress to retrieve the magical Elvenstar. TSR 9165
The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!
"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.