"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment." Set in a post-apocalyptic future where Earth's remains are explored through dungeons filled with ancient tech, magic, and bizarre ecosystems, inhabited by various factions with their own agendas. This setting blends sci-fi and fantasy with a touch of the absurd, offering a playground for imaginative gameplay and storytelling. The module includes a gatehouse and the first level of the Anomalous Subsurface Environment, each designed with multiple pathways. Unique twists on monsters and magic items. Written for Labyrinth Lord
In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.
Venture-Captain Dennel Hamshanks sends you to convince an Andoren druid named Hemzel to allow the Pathfinder Society to study his recently discovered lorestone, a minor magical item that unlocks some of the mysteries of the ancient Andoren druid circles. When you arrive and find Hemzel murdered and the lorestone missing, you must race against time to recover the lorestone and stop Hemzel's murderers from using it against the druids of Andoran.
The king has hired adventurers to investigate the sudden rash of giant attacks and strange phenomena around the town of Bywater. Meanwhile the townsfolk believe an evil witch is directing the attacks and only the magic sword of the town's founder can defeat her.
The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132
SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!
Grave Detail has your mid-level PC asked to retrieve the remains of Sir LaGain from the nearby battlefield. The relatives have learned of the man’s demise and are willing to pay a sizable sum for the body’s return. While the battle has ended, dangers remain. Can your solo PC bring closure to a noble death?
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
In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.
The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.
This side trek encounter challenges the heroes to recover a precious item from the lair of an evil hag. Estimated play time - 2 hours. This product contains a pair of encounters designed to challenge 4th level PCs. It also includes an extensive backstory, new monsters and new magic items to add to your campaign. The encounters are easily adapted to almost any campaign setting. The text includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the final chapter of a three-part "Fey's Bargain" encounter series.
The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror
Can two kings truly trust one another? King Irovetti, ruler of Pitax and potential rival to the leaders of the eastern Stolen Lands, opens his gates and hospitality to the lords of that realm. Within his city of shallow indulgences and crude decadence, he hosts a tournament ostensibly meant to foster friendship and peace, but fraught with dangers all its own. Is the King of Pitax’s good will sincere, or does he harbor a more sinister goal? And are the PCs fated to gain an opponent who commands not only a nation, but allies from a deadly other realm?
This is Part 1 of an adventure designed for characters of the 20th to 21st level About 200 years ago a horrific massacre took place on the remote Soron island of Heikun. For months, the deranged and corrupt priests had sought to create a race of hybrid Snake-Men...a race which they believed once existed in Soro. They kidnapped folk from surrounding villages and took them back to their temple. There they performed unspeakable rites and experiments. Sensing their debasement, the dark spirits of the mountains called to the priests in their dreams, luring them down into the vast sub-levels beneath the Pyramid. Somewhere in the cavernous depths they were touched by an eternal evil and given horrific new forms. The deformed priest-things of Heikun crawled back to the surface, systematically destroying all living creatures in their path, including the city's hapless, ineffective leader: the inbred boy-king Yusef.
A search for the ghostly dragon of the Deadwaters. The sage's deal is simple: The more you learn about the dragon, the richer you get. In this adventure, the bard Rondelle offers players rewards for learning all they can about a mysterious dragon that has been sighted in the area. Pgs. 22-38
After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.
Andrew Engelbrite's gripping tale of intrigue and honor takes the adventurers from a chance encounter with a kindly elder matron in Hofuku Prefecture, across the sea to the polluted islands of Uragi Prefecture, and into a deathtrap of enslaved water folk under the control of madman! What you'll find in Honorable Wills: Kittiyona and Ikkitongaku: Details for 2 of Soburin's capital cities (including full page maps) 18 new monsters and NPCs ranging from the heirs Torimu to the mythical umibōzu sea monster Cosmetic Augments: A new type of invasive technological enhancement and the Bioartist Monastic Tradition Torimu Keep: A 20 page, 3 level, fully-mapped dungeon An epic module that will end with the PCs reaching 11th level! Published by Storm Bunny Studios
With Pardor in the middle of a heated civil war, your PCs have their own futures to ponder. Pulling into the fortified town of Parmatu, the group quickly discovers that they are not the only strangers in town. The plot thickens quickly as the adventurers discover that the other strangers are none other than a member of the royal family. Can the PCs help defend the rightful heir against a group of marauders hell bent on catching the young lord?
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
The town of Devil's Glade is under attack! Swarming insects have driven the residents out of their homes and businesses, and giant insects patrol the town square. Who or what has brought these creepy-crawlies to Devil's Glade? What's their motive? Are your heroes brave enough to put an end to the infestation? Infestation at Devil's Glade is a 2- to 4-hour adventure designed for four to five characters of 1st to 4th level, and is optimized for 2nd level characters. Scaling Suggestions are included, allowing you to play this adventure with characters of 5th to 6th level. Infestation at Devil's Glade isn't just a short adventure. We provide you with a location to which your heroes can return, or even use as a home base. The Supplement Includes: Adventure. The main adventure focuses on the heroes cleaning the town of the infesting insects and the villains who brought them. Beginning at The Fork (a tavern where many of the residents have made camp), the characters learn about the infestation of Devil's Glade, and are hired to look into the matter. NPCs. The adventure is filled with fun and engaging NPCs. During the characters' time at The Fork, they have the opportunity to talk with NPCs, help them, and learn more about the infestation. After the heroes return Devil's Glade to normal, the merchants and residents return, giving your characters unique shops to explore and quests to complete. Cursed Mask. The crux of the problem - a cursed mask that slowly transforms the attuned creature into a giant, insect monstrosity, and gives them power over insects. To end the infestation, the adventurers must confront the partially transformed person wearing the mask. Shops & Services. Devil's Glade contains shops and services the characters can explore, including therapeutic mud baths, a diner specializing in eggs, a trinket shop, a candle maker, and a dentist. Side Quests. We provide several side quests for before and after the main adventure, allowing you to increase the main adventure's run-time, and provide you with material for after the main adventure. Maps. The adventure contains maps for the main locations and major side quests. Each map is hand-drawn by Jean Lorber. Art. NO AI! The book is filled with fantastic, original artwork by Matt Morrow Art. Also Included: Map Files. Both grid and non-grid maps are included and available to download. Special VTT Tokens and Assets. Several custom tokens and art assets are included for VTT play.