The Filbar Quest series continues with FQ8 – Uprising of the Undead. As you continue to pursue the lost pages from the Codex of Gamber Dauch (Daw-sch) you quickly discover that the dead have risen from their graves. A rogue mage known as Mortatus the Wicked has discovered the emerald pages from the ancient tome and is using the powerful magic to raise an army of the dead. Your cleric had better be in good graces with their deity!
Berryridge is beset by bandits, the woods nearby have always caused issues, but these recent bandits are something else. Something or someone with actual intelligence is leading them now. Worse, even the bandits seem to dislike their new leadership, not deserting out of fear alone. The lord's men are weeks away and the town is unsure how much longer they can keep the bandits out of their homes. It's up to you to find out exactly what happened and stop the bandits before they can start taking something other than valuables... Draw Steel! In this unofficial 1st-level adventure for the TTRPG Draw Steel, you meet with the small town of Berryridge. Currently under siege by banditry. However, these bandits are getting desperate, find out who or what is driving them to take more and more risks. This product contains: - A short and sweet adventure for a 1st-level party. - A flexible storyline that can fit into any campaign - 2 custom monsters - 3 maps specially designed for this Draw Steel adventure, with a separate map showing suggested enemy placements. - Custom characters and negotiations.
The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
Something is rotten in Rhoona... When the grotesque god, Cretia, casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out of the Ducal Palace... Dwarves are outlawed... taxes must be paid in beer... horses must be ridden backwards. Soon the entire town is in an uproar and a Dwarven army is marching on Rhoona. This is the situation when you and your part of valiant adventurers arrive in the suffering town. There you find... A ragged beggar who prowls the streets offering cryptic advice. A mysterious black-garbed cleric planning treachery. A trusted soldier plotting his master's overthrow. A sinister jewel casting its evil emanations over the town. You and your party are Rhoona's only hope. Only YOU can unravel the dark mystery that plagues the town and save Rhoona from...the Curse of Xanathon. TSR 9056
The lands that lie west, across the great sea, are uncharted. The West March Company has spent a fortune on an expedition to loot and tame it. You are part of that expedition. You are the desperate, the outcast, the destitute. This new world is weird and dangerous. Rumours abound of a city of tombs. A cursed dwarven fortress in the mountain. Mist-covered swamps that howl in the night. Pass that treasure map around the table. Drink deeply from your cups and imagine what awaits in the wilderness: gold, glory, death. Inside West Marches Company: A Grim Promise you'll find: Twelve new monsters to surprise and terrify your players. A cult of worms, a city of tombs, centaur khans and a twenty-page dwarven fortress dungeon crawl with over forty rooms. Loaded with art, evocative descriptions, weird NPC's and 2 new magic items. High resolution maps of both dungeons: Kazad Mor The Cursed Dwarfhome and Tunnels Beneath Fort Bramble This module can be run as a standalone adventure or as a west marches style game.
You and your associates were planning on making it big as adventurers...you just didn't think it would happen so soon! This one page offering takes the players through the wilderness with an opportunity to swing by for some healing as well!
You’ve arrived at the small community of Smentz (15 locations!) to regain strength after your last adventure. While speaking with the people of the small village you catch wind of some ruins across the river that may have a mine or cache of ore and ruins to investigate. Your group is not the first who has had interest in searching but those that have ventured east have not returned. Are you ready for a bit more adventure?
"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124
Something is plaguing the farmland around the village of Oxdale, out in the middle of nowhere. The beast visits regularly and carries off an animal, disappearing into the hill country north of the village. Word is that it is also buzzing around the new goblin camp to the northwest. It wasn't too big of a deal until it tried to carry off a village youngling; now the mayor and the citizens want it dealt with immediately. (Spoiler - the beast was sent by a gentleman vampire who doesn't like hunting for himself. Find him in his cave or encounter him once he ventures to the village to find out what happened to his machine, should it go missing.) The Draining Caverns of the Winged Beast is a one-shot 5e adventure for a party of four 5th or 6th level characters. This adventure can be slotted into most 5e adventures (maybe with some reflavoring if it's a frozen setting), or stand alone as its own adventure. This adventure includes: The adventure PDF, with several combat encounters, and opportunities for exploration and roleplaying encounters Four maps - one region, one village, and two battlemaps, both in the adventure and as separate JPEGs Random encounter table for trekking through the hill country One magic dagger held by the vampire.
Odyssey of the Dragonlords is heavily inspired by stories from ancient Greek mythology. As we designed the campaign, we sought to include ideas from many different sources: The Odyssey, The Iliad, Jason and the Argonauts, The Oresteia, and others. However, Thylea is not ancient Greece. You will not find Zeus, Athena, or Apollo among the gods. As you explore Thylea, you will encounter familiar tropes, monsters, and treasures from Greek mythology—but the rules are different here. Mortals have only recently come to these lands. The world of Thylea blends high fantasy with the trappings of ancient history. Elves, dwarves, and halflings now live alongside minotaurs, centaurs, and satyrs. Our goal is to make your party feel like heroes from one of the greatest stories ever told—but the ultimate end of that story is entirely within your power. Your players will make choices that forever change the world of Thylea. As the gamemaster, we encourage you to embrace this idea and run with it. How will your players reshape history—and what does it mean to be a hero?
The company discovers the Easterly Inn, a piece of the Shire in the land of the Beornings. But the Wild is still the Wild, and it takes more than Hobbit cooking to keep adventures at bay; in no time, the companions find themselves involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills. Published by Cubicle7
Caravan of Peril takes place on the unprotected roads and trails of the wilderness between cities. Merchants, pilgrims, and wanderers have long banded together in wagon caravans for safety when setting off into the wild -- yet a caravan is only as safe as its hired guards. There's plenty of coin to be had on the road for those with a swords (or spell book), a steady will, and a taste for adventure. This adventure begins assuming the characters have all signed on as caravan guards. Their motivation may be money, wanderlust, or a hasty need to get out of town. Whatever the case, payment is 25gp each, paid upon safe arrival in the next city. Along the way, the characters will brave the dangers of the wilds, make some unusual acquaintances, and be ambushed by crafty goblins.
Escape from Elturel is a 6-8 hour Dungeons & Dragons adventure for characters of levels 1-2, for use as an introduction to Baldur's Gate: Descent into Avernus. Pilgrims and travelers flock to the holy city of Elturel to bask in the light of its second sun. But when the Companion starts to malfunction, the characters must escape the doomed city before it is pulled down to the Nine Hells. In the aftermath, a caravan of refugees needs their help to find a safe haven in that notorious hive of scum and villainy, Baldur's Gate! The adventure has everything you need to start a new campaign in Elturel, including: - a new adventure hook for Descent into Avernus - short introductory encounters set during and after the fall of Elturel - a skill challenge for escaping Elturel as it is pulled down to Avernus - resources, encounters, travel activities, and NPCs for a caravan to Baldur's Gate - notes for transitioning into Descent into Avernus - two creature and NPC stat blocks - a map pack with two maps by Dyson Logos Escape from Elturel also includes suggestions for combining this adventure with Burial in Baldur's Gate if you want to run a mixed party of characters from Elturel and Baldur's Gate.
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.
A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.
Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure
A shadow hangs over the dark and dreary town of Squill. Townsfolk are being murdered in their beds without any explanation and the local graveyard has become a dangerous, haunted place. Consumed by fear, the men and women of Squill have begun casting evil glances at a young orphan boy. The victims, it seems, all had links to the lonely child, and none of them were good. A local priestess, however, wonders if the heart of the darkness consuming the town lies in a necromancer slain nearby only a few months ago...
Digging in the Dark People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? Pgs. 12-29
FQ6 – Vortex at the Temple continues the quest for the missing pages of the Codex of Gamber Dauch. This adventure takes the PCs to the ancient temple of Kabish Mo-Del a former druidic stronghold. Once there the party will have to battle creatures and puzzles to continue. If successful the party may just find themselves in a foreign land and have to find their way back home!