The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.
"Wherein the local clergy makes the terrible mistake of not hiring enough assassins for the job." Synopsis: The heroes have just returned from the abyss (Occipitus) and reestablish themselves in Cauldron, when they are assaulted by a group of professional assassins. After they repel the attack, they trace back the lead to the temple of Wee Jas, where they find plenty of opposition from the second in command, Ike Iverson. After dispatching of the cleric and securing of a (spare) soul cage, the group finds evidence of a place important to the cagewrights' cause - an ancient underground complex named Karran Kurral. Mounting an expedition to that place, they find more evidence towards the horrific destiny on schedule for Cauldron. However, they gain access to the Soul Pillars after defeating a dracolich, that they can use to gather plenty of intelligence on the cagewrights' plans. Pgs. 12-51
Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Continued in Durlag's Tomb.
This introductory level scenario brings a new group of players into an area formerly controlled by the Tunnmaa Dynasty. This group of rulers was rich in gold and gems before collapsing. It is well known that their kings, known as Ga Mantse, were buried in underground barrows that are well hidden and protected by traps. A few days ago a group much like your own found one of these hidden tombs and attempted to investigate. Sadly for them they were not up to the task. Can your party succeed where they failed?
Unknown to even the mightiest of the great sorcerer-kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine Mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the dark sun. The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine. Contains 3 - 96 page adventure books and 2 fold-out maps TSR 2428
On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
Arson, rioting, sabotage, murder - and no suspects. Watchmen are murdered, ships explode and sink in their berths, and savage monsters are summoned in the streets - but no one can catch the killers. The party must navigate the growing tensions between rival factions in the city. After following clues to a tavern, The Flying Hamhock, the party will need to defeat a powerful Hivemind which is behind the attacks. Pgs. 47-64
Mystery in the Moonsea! Disappearing shipments, missing alchemists—and proven musical acts whose rehearsals sound terrible! Instead of showing off Thentia to potential trading partners and giving the locals something to celebrate, the pall over this year’s Magic and Gold Festival threatens to drive business to Melvaunt and give the locals a reason to riot. Combat optional but possible. Role-playing opportunities abound.
Heroes are needed in the mountainside town of Shibai—though thought to be spared from the horrors of the demonic Mists of Akuma, recently the supernatural haze has started to fall onto the settlement and a monster lurks through the evil fog. Despite the presence of the infamous Mubo Brothers, hired by the local mayor, a Sukochi bengoshi calls upon the party to get to the bottom of what ails Shibai. The truth of the matter lay within Robai Shita Temple, though what the adventurers find inside may see them undone!
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.
A chilling 32-page adventure in which PCs must face one of mankind's oldest enemies while exploring the gloomy waterfront of San Francisco. TSR 1103
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.
In this climbing adventure, characters journey into the White Peaks mountains to find the source of a rare gem, which is driving the coup in Whitehorn.
Rogues in Remballo is a city adventure set in Frog God Games' Lost Lands campaign world. As an introduction to adventuring in the Borderland Provinces, the City of Remballo immediately gets first-level characters embroiled in strange plots, sinister intrigue, and fierce battles. Is the thieves’ guild of Manas encroaching on the territory of the Remballo guild? What is hidden in the sanctuary-courtyard known as the Four Corners? How is the powerful banking house of Borgandy involved with all of it? What starts as a straightforward mission actually involves a host of complications — some of which can be deadly if the characters don’t play their cards right.
A treasure map leads to deadly peril amid the remains of a lost civilization. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.
The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!
It’s a story as old as time. Boy meets girl. Girl meets abandoned well. Boy chases girl down abandoned well only to find horrors beyond their worst nightmares.. Perhaps those old tales about 'ol Grim Jack and Granny Hentooth lurking in a world below the water weren’t just silly children’s rhymes after all? The Weathered Well is a starting level Tabletop RPG adventure for the 5th edition of the world's greatest roleplaying game, centered around classic themes that feel familiar yet fresh to players of all skill levels. Designed to be easy to add into existing campaign worlds, this module takes the players through 3 levels of social, puzzle, and tactically focused combat encounters, and should take 10-12 hours to complete for a standard party of 1st-2nd level characters. The adventure takes the players through an open area town map, then into a more exploration focused dungeon crawl, and finishes up with a series of cinematic and challenging encounters, which combine enemy forces and the landscape to challenge the party and players alike. Designed for New Players and Game Masters! Getting started in tabletop roleplaying can be a daunting task. Learning the rules, finding the players, and convincing some poor fool to be the GM, all are difficult enough tasks on their own. We felt that there were a lack of adventures truly designed to be "1st level friendly" out there, and so got together to make The Weathered Well for just that purpose. This adventure is designed in a linear low-combat style which is intentionally helpful for low level characters and new players, and includes occasional blocks of DM Notes and tips to also aid Dungeon Masters new at their craft. It can be played both 'pick up and go', with many helpful block text descriptions, or read in advance for more appreciation of the backstory or for customization. The Weathered Well contains: 68 pages of highly illustrated adventure content, with detailed room and encounter descriptions. Three full-color maps printed within the book. The Black Root - a fully playable necromantic druid subclass, and the original builders of the Temple. Use them to create unique NPC's, or maybe even allow one of your players to play as a long lost member rediscovering their ancient temple! 13 new monsters, styled to fit the 'dark druids' theme; including bizarre fey creatures and monstrosities, like the Clawed Butterfly, Bliss Lizards, Weasel-worms, Zombie Oozes, and the vine wrapped crocodillian monster - the Hagator. 12 new magic items, specifically designed for low level characters. A mix of roleplaying, combat, puzzles, and skills designed to challenge but not overwhelm players of all skills. Multiple intro hooks, with matching wrap ups, as well as Further Adventures prompts. Published by Hack Shack Games