Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving of many of its heroes. Now, a new menace has moved in beneath the shadow of Kelvin’s Cairn and threatens devastation to the townsfolk of Termalaine. The adventurers are visiting the frozen region of Ten Towns when they see smoke rising from the town of Termalaine. Upon entering the town they find unimaginable destruction and many casualties. A Frost Giant, named Hrimnar has moved into the old Verbeeg Lair at the foot of Kelvin’s Cairn. He has demanded tribute from the poor peoples of Termalaine and let them know what happens if they do not pay him adequately. The quest to save a town from a tyrannical, giant overlord may spell the doom of the adventures as they face off against Hrimnar’s minions and even worse, his pet dragon, Ormrfrost.
Silas Cusk built a menagerie of magically reconstructed saurians on a tropical island and sold tickets to it. The party arrives as VIP guests on preview day — the same morning Cusk's former partner steals the diamond that powers every containment ward on the island. The wards go dark, the cages open, and the island has two hours before its magical foundations give out and it slides into the sea. A complete, ready-to-run one-shot for a small table: 2–3 players, levels 2–3, one 2–3 hour session, zero prep. Eighteen named scenes across four acts, with a branching second act (a subterranean stealth route or an exposed aerial one) that reconverges so nothing is gated behind the choice. A visible 0–10 tension meter — the Containment Instability Index — climbs as the island fails and sets the severity of the finale. The apex predator is not a villain: it is a construct whose control collar overloaded when the diamond was stolen, and it is in agony, not hunger. The three-phase boss has a discoverable weak point and ends in a single-round choice between three fully written endings — destroy the island's heart, restore containment, or free the beast — none of them clean. Includes 8 SRD 5.1 creature stat blocks, 4 NPCs, 4 ready-made characters (any two form a viable party), 6 battle maps, 6 opening hooks, 6 contingencies, and 5 campaign seeds. Every encounter is tuned and stress-tested for the worst-case small table.
Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly. It was then that the Brothers of Brie, and obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne. This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7. This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series. TSR 9107
Ravening armies sweep across the land! Vast hordes of foul monsters lay siege to mighty cities! Tremendous battles are fought to decide the fate of entire lands - and you are in command! Swords of the Iron Legion is an anthology of adventures set in the FORGOTTEN REALMS campaign setting for large-scale battle using the BATTLESYSTEM rules for mass combat. The adventures, written by a group of talented designers, range from simple skirmishes to all-out wars! Flying creatures, war machines, fortifications, and plenty of other twists ensure that each scenario is more than a simple bash-'em-up. Some adventures also include role-playing oppurtunities for characters, who get a chance to perform individual heroics to lead their armies to victory! These adventures are suitable for one-time play, or they can be inserted with ease into an existing campaign. Complete descriptions of the armies, special characters, terrain, and other interesting features to guarantee you hours of fun on a grand scale are included in each adventure. TSR 9226
Bloodpurge, a bayou village in the Flooded Forest, has come under siege by malevolent powers. Many hunters in this shanty-town have gone missing. Desperate folk murmur rumors of evil lurking in the willow groves.
Three dungeons in one! The party is given a "dimension shifting device" and sets out to explore a 15-area cave, simultaneously occupied by the DEMON CORSAIRS, the remnants of an ASTEROID MINING OPERATION, and the MONASTERY OF TRANQUILITY & TRANSCENDENCE! The three dungeons are presented in three columns, so when the characters shift from one dimension into another, it's easy to find the corresponding area description. For use with old-school or OSR RPG systems. Recommended for character levels 3-4. Published by Eldritch Fields.
In part two of the Rock Con scenario, our group of heroes heads towards Bibliotheca. This urban adventure has a variety of encounters unique to the city setting. Can the group uncover the missing books?
A 26-page low level adventure for OSE and other OSR rpgs. "The swamps? Oh, that's a long time since someone got out of there. Vines and crocodiles they say in the big city. But down here we don't believe everything they say up there. Everyone knows what's up with the swamp! The hydra is hungry! We tried to hunt it down last year... that's how i got this wooden stump! What? you? killing the Hydra? well... i didn't make you out for the brave type, that's all..." -Old Mika, fisherman of Gren Against the Hydra The swamps near Gren are infested with strange creatures preying on travellers, the hydra has begun her yearly hunt and the river woman’s daughter has vanished. Last year the neighbouring towns have all gathered together to mount an expedition inside the swamp, but none returned. With nothing more to do priests, druids and citizen have gathered a 2000 gold pieces to clean out the swamp and save the river woman’s daughter from certain death. The adventure comes with detailed tables to explore the swamps, a complex dungeon riddled with encounters, treasure and lore for you to explore. Handouts are also included in the adventure pdf, for you to give to your players and excite their imagination.
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43
The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to make your own amazing stories. Heroes' Handbook This 72-page softcover gets you started as a player with a solo adventure, followed by steps to create your own character. As your hero grows you can level them up through 3rd level! Game Master's Handbook This 88-page softcover opens with an adventure to teach you the rules you need as you go. There are also tools for creating your own adventures and plenty of monsters for the heroes to overcome! Accessories The box also includes everything you need to get playing right away: a full set of color-coded polyhedral dice, four pregenerated character sheets, six blank character sheets, four sets of action tokens, rules reference cards to plan and track a character’s turn, a laminated, two-sided Flip-Mat, and over 100 sturdy cardboard pawns with plastic bases to represent your heroes, friends, and foes. All you need to bring is a pencil, a thirst for adventure, and your imagination!
Part 5 of the Carrion Crown Adventure Path takes place in Ustalav's capital Caliphas. The heroes are in the city to follow the trail of evidence left by the neromantic cult The Whispering Way and strengthen their bonds with the mysterious Order of the Palantine Eye. Whilst in the city, they uncover a string of murders. When they discover that all the victims were vampires, they descend into the underground vampire city and have the possibility to form a tentative alliance with the vampire clans. If they help solve the murders, the vampire lord promises to help them on their quest. What role do the deadly necromancers have in the undead murders plaguing Caliphas? What secret grudge exists between the cult and the rulers of the night? And will the heroes be able to save the capital without sacrificing their very souls? This book includes: - “Ashes at Dawn,” a Pathfinder RPG adventure for 11th-level characters, by Neil Spicer - A gazetteer of fog-haunted Caliphas, the mysterious and deadly capital of Ustalav, by F. Wesley Schneider - A terrifying look into the blasphemous church of Urgathoa, goddess of gluttony, disease, and the undead, by Sean K Reynolds - Laurel Cylphra’s attempt to steal a soul stealer in the Pathfinder’s Journal, by F. Wesley Schneider - Six new monsters by Crystal Frasier, Patrick Renie, and Sean K Reynolds
Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.
In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?
The little fishing town of Saltmarsh is threatened! Why are lizard men gathering force nearby and why have they been buying large quantities of weapons? A party of bold adventurers must answer these questions or the people of salt marsh will never live in peace! Danger at Dunwater is the second part in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. Its plot follows direct from that of the first part (Module U1 - The Sinister Secret of Saltmarsh.) TSR 9064
Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.
The Iron King's daughter has been cursed by a demon who lurks inside a mirror locked deep in the palace dungeons. Can the characters win their freedom from those same dungeons by entering the mirror demon's horrifying, maze-like realm and finding a way to end the curse? The Demon in the Mirror is a creepy dungeon crawl adventure for 5th-level characters. It takes about 5-7 hours to complete and includes: -An otherworldly, reality-bending realm inside a magical mirror -Four new monsters: the mirror demon, ceiling creep, reflection demon, and librarian of Leng! -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
The Black Rose Inn has a spectral resident prowling its halls and a cultish secret under its floorboards. Can the characters delve beneath the Black Rose and bring closure to a decades-old tragedy? Beneath The Black Rose is a haunting horror adventure for 6th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A ghostly mystery and a murderous cult -Two new monsters to bedevil your players -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
"Long ago the Wizards of the world discovered the Afterglow Sea, a new magically charged plane of existence that lay beyond the Veil of the Elemental Plane of Water. It was from this magical well that they drew their supremacy, but some among them sought more raw energy, and surmised another darker and more powerful plane existed beyond the Elemental Plane of Shadow..." The black-heart necromancer Molo of the 13 Wives has discovered the existence of the Veil of Shadow and has set about to once again make contact, threatening the entire world in the process. So it is that a group of adventurers has been hired by the Wizards of the Taux to find Molo before he can bring about this cataclysm, but he has a head start. Molo has gone south across the sea, and a ship, the Coral Stranger, has been outfitted to try and catch him. Can the adventurers survive the trails of the southern ocean, solve the mysteries of corrupted dinosaur islands, brave the shadow-touched port of Distant Turtle City, and overcome the legendary Corsair Mists where Hyperion, Titan of Fire, is said to hold court over sea creatures the likes of which the world has never seen? Even if they can overcome all these obstacles, there is still the White Ship, death vessel of ancient Uthoria and closest contact point to the Veil of Shadow, and Molo himself... Compiling the full White Ship Campaign adventures series from Folio 14-19, as well as over half a dozen supplemental mini-adventures and the Ports of the Nameless Realms supplement, this is a true monster of a sea-based dungeon and lost island crawl. The adventure will take characters from 1st -12th level in an epic island hopping campaign! Contains: WS1 The Isle of Jade WS1.5 The Pearl of Madness WS1.6 Tomb at the Dragon Spine WS1.7 Candon Shaman of the Dark Fen WS2 The Forgotten Plateau WS2.5 The Ruins of Alaxar WS3 Distant Turtle City WS3.5 Pirate Lords of the Dark Sargasso WS4 Samurai's Fall WS4.5 The Final Stand of the Fallen Leaf WS5 The Shattered Tower WS5.5 The Sunken City WS6 Duel on The White Ship WS6.5 The Ghost Tower Ports of the Namless Realms Volume 1&2, Iconic Characters Also Available: WS2.6 Lost among the Crystals WS3.6 The Ogre Magi of Jade Rock These adventures are formatted to both 1E & 5E gaming rules.
Everyone who went to opening night of the Monveau Theater's newest show has gone completely insane. Can the characters uncover the shocking secrets inside the theater and find a way to end the plague of madness without losing their own minds? The Horror Within is a cosmic horror adventure for 8th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A maddening mystery where the characters' sanity is at risk -A thrilling battle against an Old One in the lost depths of the city -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press