A 12-page adventure for OSE CONTAIN THE UNDEAD! Between jagged peaks hides a small dagger shaped temple. Inside live the followers of Polsin, half-elf god of vengeance. They spend their days plotting and obsessing over those that wronged them, but at night they tend their great cemetery. A few weeks ago a new adept stole the cemetery key and opened Polsin's tomb to steal his dagger. He died in the attempt, but now the graveyard's denizens have risen from the dead and treathen the outside world. Take the dagger! Face the tomb's defences and retrieve the lost dagger of Polsin, a legendary weapon capable of defeating any kind of undead and bring peace to the cemetery. Polsin's Dagger is a low level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl.
Something is wrong in the endless gloom of Skullport, and the Baron of Blood has tasked you with setting things right. The vampire Masked Lord of Waterdeep, Artor Morlin, has found a temporary home in Skullport. After having his home frequented by treasure hunters, he has employed adventurers to find him a new home. Part One of the Undying Threat trilogy.
SPECIAL DOUBLE ISSUE! The Tabernacle of Ka-Sik-Fal is a 2 in 1 adventure including a TRUE SOLO adventure. This double adventure is actually the same adventure in two formats, one DM & PC, and the other a true do it yourself adventure. This adventure is for a PC of 1-3 level . It follows the Filbar Campaign setting but can be placed in any campaign setting. This adventure takes a single PC into a deserted shrine to discover the whereabouts of missing villagers. At 35 pages this adventure will keep your PC busy. Did I mention a true 1 person solo adventure?
Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.
Driven mad by the darkness of winter, the Prioress of the Red Abbey begins her work. After months of research and work in her lab, she found a way to summon beings of light to push back the darkness, if she could control their destructive natures. The characters find themselves investigating odd deaths, chasing weird weather phenomena and trying to help locals harmed by these creatures of light.
After a few adventures you decide to find safety in a city setting. Along the way to Morristown you discover a few abandoned villages causing to wonder what is going on. With further investigation you quickly discover that something sinister is afoot and begin to uncover an evil cult! Can your party rescue the citizens and put an end to the nefarious religion?
Condemned to death! You are a criminal in the Cauldron, a maximum security prison in the city of Capital. Only the worst criminals are kept here, and you are the worst of the worst. You’re due to be hanged tomorrow, but you were taken out of your cell today, fitted with a collar that looks an awful lot like a war dog collar, and taken to meet a mysterious figure. He offers you a deal. Undertake a top secret mission in exchange for your freedom. Your record, even your identity deleted if that’s what you want. The only catch? IT’S SUICIDE. Misbehave? And you’ll find out what those collars do. The Condemned is a Draw Steel adventure for 3rd-level heroes. Actually, no, for 3rd-level protagonists! Designed for three to six players, plus the director. This fast-paced, high-stakes adventure assumes the players have moderate experience with the Draw Steel system and the game’s core rulebooks. Protagonists can expect to earn up to 12 victories across the course of the adventure. Because The Condemned involves a team of original heroes, and does not take place within the continuity of your normal home campaign, players are encouraged to create new (villains) protagonists just for this adventure. We also include a healthy variety of original pre-generated characters with unique and interesting backstories. Put them in front of your players and watch them get excited! They may want to keep playing them once the adventure is through. Assuming they survive!
An Adventurers League Con-Created Content Module. Tier 1, 4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you face The Heir of Orcus! Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, one map, 18 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part two of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
The search for a missing paladin takes the PCs deep into the heart of a frontier torn apart by cult wars—and face to face with an ancient evil. The paladin Jaryd set out to find and destroy the Hand of Naarash. He was never heard from again. Now the PCs must retrace Jaryn’s steps across the harsh wilderness and determine what has become of the noble warrior. Pgs. 29-59
The denizens of the Old City have made some unusual sightings in the festering refuse pits on the outskirts of the city, and while such reports are seldom taken terribly seriously, the mysterious disappearance of a beloved figure in the poor part of Port Nyanzaru has folks on edge. Can you get to the bottom of this? Part One of The Rot from Within Trilogy.
The time is now! The yuan-ti lay on the cusp of freeing an ancient being of insurmountable evil from its imprisonment. Should this happen, Faerûn may very well be plunged into an age of darkness. You have traveled the width and breadth of the peninsula and learned what you could about your foe. Now it’s time to put that knowledge to use. Steel yourself, adventurer, there are important deeds to be done! A Four-Hour Adventure for 11th-16th Level Characters
The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.
In these lands of eldritch goo, it's a fine line between victory and a sticky situation Tzork, the sentient globe of glass, wasn’t exactly born from a grand spell—it was more of a cosmic "oops". After a backstabbing disciple named Theridus offed his master and snagged the relic, he promised his followers unimaginable power. But instead of turning them into terrifying demons, Tzork turned them into puddles of goo. Now, the once "glorious" cult's mansion is less a temple and more a swamp of melted, failed adventurers, attracting only the most reckless of treasure hunters. 'Morass of the Melting Men' is an adventure for Knave 2e, suitable for low-level PCs. The adventure revolves around an extremely powerful sentient magical item that has gone out of control, melting all the nearby people and turning what was once an evil temple into a swamp of slime, filled with bones and eyeballs. In Morass of the Melting Men, players enter a location flooded with a magical liquid exuding chaotic energy. The longer the PCs remain within the swamp, the more they suffer the unexpected effects of this alien magic. Step inside this morass if you dare — goo and treasure awaits... but mostly goo What you'll find here: A complete 40-page adventure A 20 room dungeon map Several new (and bizarre) magic items such as the magnificent Tray of Force and the powerful Theridus' Head. Several wild random tables of weird and gooey outcomes
Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109
"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063
The sleepy little town of Scharokhova has gone from dreary to depressing and dangerous. Shortly after a strange man in a hooded cloak came to town one evening, visiting the posh manor home of the local noble family, the Petrovas, a fog descended upon the valley where the town lies. What’s more, all manners of beasts, from rats to bats to wolves, are attacking the townsfolk, or destroying their supplies. And that fog! Anyone that tries to leave escape the town through the fog finds their mind too addled to make it through. And those that made it the furthest were set upon by beasts, beasts that seemed to try to keep the villagers from leaving town. Now, the townsfolk’s only hope rests with a group of outsiders who made it to the village through the mist, and now find themselves stuck in town, just like the residents have been. Eliminate the beasts threatening the townsfolk! Explore Petrova Manor and discover the secret that has caused this curse to descend upon Scharokhova! Finally, free the town from the grip of evil, and perhaps even bring Gorak, the last of the Petrova line, back from darkness into the light!
Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.
A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152
The entity known as Oreiax is a gruesome, stunted monstrosity born of ancient death. Rescued from an eternity of petrification by Doresain the Ghoul King, Oreiax immediately pledged itself to the Ghoul King's service, and thus indirectly, into Orcus's service. Oreiax, born of stone and death, seeks to glorify Doresain by petrifying the world. Pgs. 112-119
A flameskull lord that calls itself the Bright Lord of Everburning Fire has taken control of a primordial node deep within the Elemental Chaos. It long ago shrugged off the control of its original creator and now follows its own plans and desires. Top among these is the desire to tap into the power of a fire primordial and increase its own status from undead creature to demigod. Pgs. 156-161