An original one-shot adventure designed for 3-6 level 3 characters. A DMsGuild bestseller! SUMMARY: In the city of Ibrido, locals enjoy a life of splendor and frivolity. Every week, a lavish party is held at the Castel di Maschera, hosted by the Marquis di Maschera, Prospero, who has a reputation for being a generous party-thrower and avid patron of the arts. Receiving an invitation to a Marquis di Maschera party is coveted, and those who enter his social circle never leave it. But the Castel di Maschera holds many secrets. When a strange, hybrid creature — half bird, half man — is found brutally murdered in Ibrido’s city square, tattooed with the Marquis’s signature symbol of two masks, rumors have begun to spread throughout Ibrido that something more sinister may be occurring. Did a Marquis di Maschera party simply get out of hand, or does a real danger threaten the inhabitants of Ibrido? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Original maps Printable cards Scalable combat difficulty 22-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #ANOMAM #NightOfMasksAndMonsters
The Temple of Draxion is an adventure with 2-3 encounters that uses clever tactics, trickery, and good defensive positions to make low-level monsters challenging. The defenders in the encounter try to deceive the PCs; groups willing to accept anything the DM says at face value will horribly misjudge the actual level of danger they are in. The adventure is set in a partially-collapsed dungeon that was once a temple to Erythnul, but is now the headquarters of a pair of aspiring bandits, and their kobold employees. Pgs. 12-15
The water pounds the base of the cliff with the relentless power of time. Jagged rocks appearing and disappearing in the foam of the sea like gnashing teeth. Above it all on the top of the black cliff sits a small house and the dark light tower. The magistrate has sent your party to investigate why the light has gone dark.
This horror mystery adventure scenario takes the players to a small village just behind the fog. In a last month, three people went missing from Dormay village and they still haven't been found. The concerned villagers want the players to find the missing folk or at least shed some light on their disappearance. Through investigative work the players will discover that the village has a 100 year old secret, a secret which punishes the wicked. While the villain died over a century ago, he left behind a dreadful design that torments the people to this day. Players' heart and soul will be put to the test as they are ultimately faced with the creature born of sin. Penance for Sin features a short horror mystery adventure scenario. It introduces a new fiendish monster. The adventure favors invastigation and roleplay over combat encounters. "The horror element" section in the adventure gives advice how to make your gaming sessions more frightening. Published by: Adventurer's Inn
When old ruins are discovered, rumors swirl about the lost owner's magical blade. This scenario involves an overland crossing and a dungeon delve and none of it will be easy for the players.
Standing 100 feet off the shores of the vast Sapphire Lake are the ruins of a small fortress standing atop a rocky islet. The fortress belonged to a lich posing as a warlord from the Kingdom of Old Hagada, but fell rapidly into ruin when the Shrouded Hero was able to pierce the lich with the Blade of Five Seals. The lich cursed the assassin and his incompetent guards with his final breath. He cursed them to the same fate, their bodies petrifying and all of their souls being sealed in the Sheath of Five Seals. Afterwards, the warlord’s armies were defeated on the battlefield and the fortress became abandoned. In this short 3rd level dungeon crawl, the party investigate a ruined island fortress to solve a mysterious puzzle box. You can run this as a one-shot or plop this into your campaign world with minimal effort. The adventure is designed for Shadowdark RPG and references the core rulebook. If you're an experienced game master, you could convert the adventure to whatever system you prefer.
As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins! Part 4 of We be Goblins series
"Lost Halls of Everforge" is a flame dragon wyrmling lair suitable for four or five 3rd level characters. This adventure can be completed in one session.
The Boneyard is a 3- to 4-hour adventure for characters levels 1st to 4th. It features a flavorful setting, memorable roleplaying, oddball and depraved NPCs, interwoven storylines, and macabre combat encounters! The adventure also includes 3 new NPC stat blocks. When darkness falls and the iron gates close behind you, the dead come out to play!
"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.
Darwell Umbruskor has long been known around town as an eccentric but ultimately harmless old sage. From what you've heard, he keeps odd hours, rarely speaks a word to anyone, and lets no one enter his tower save for a few servants. Though quiet and mysterious, Darwell has done nothing to around undue suspicion. Sir Jeffers, a crusading warrior who just made your acquaintance, claims otherwise. According to evidence he recently came across, Darwell Umbruskor is both a necromancer and a dedicated priest of an evil power. Published by Fantasy Flight Games
House Tarkanan and the Trust have embroiled the Sharn underworld in a silent war, the result of which has dire consequences for Zilargo. The characters must fight their way through assassins, aberrant dragonmarks, information brokers, and fancy parties in this conflict between shadow organizations.
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
The Frog People were never a threat before, more of a nuisance really, they would show up once a year steal a few things and drink some ale. Then they would be gone. This year though they did not leave and now they are taking people! The town needs help and it has found it in you and your friends.
Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.
This dual offering is a true solo (no DM needed), as well as, the same dungeon for a PC/DM setting. The adventure is for new players at the lowest level of experience. It is centered on a recent discovery of an old dungeon that belonged to an arcane wizard. With no one to rely on, is your PC ready for a dangerous delve?
The Bark Witch of Carcass Country is a procedural pointcrawl for FRONTIER SCUM. It consists of tables encompassing: Adventure hooks to lure scum to the swamp Antagonist motivation to add depth and guide the story Locations that provide (un)safe spaces for PCs Exploration via an overloaded, exploding encounter table that escalates the plot Mundane and strange creatures with full stat blocks Signs of the Bark Witch to sow dread and chaos The module can be run purely randomly, as a pick-and-choose toolkit, or anywhere in between. Depending on the rolls and approach, it works as a one-shot or a multi-session adventure. The Bark Witch of Carcass Country is an independent production by Walton Wood and is not affiliated with Den of Druids. It is published under the FRONTIER SCUM Third-Party License. FRONTIER SCUM is copyright Den of Druids
A short adventure of human greed meeting weird horror with a quite messy outcome. An encounter set in a church, with a Shoggoth like eldritch horror as the Boss.
A Twisted Level 4 Adventure of Science and Sanity Lost by Infinite Initiative They wanted perfection. They got him instead. Beneath the sea lies a sunken research city—once a marvel of arcane progress, now a decaying labyrinth of broken glass, failed experiments, and whispers in the dark. At its heart, a mad scientist clings to his vision, bending corpses and constructs to his will. The players must brave an abandoned lighthouse, activate a long-dormant portal, and descend into the abyssal halls of a drowned facility. But something stirs in the tanks… and it’s not alone. Inside the Adventure: A puzzle-filled lighthouse and a cinematic octopus encounter A non-linear underwater dungeon teeming with mutated horrors Tactical environments: flickering labs, crumbling windows, and flooded chambers A final boss fight against a deranged scientist and his unstable Abomination Includes new stat blocks and a unique magic item: the Cloak of Protection (as a warded lab coat) This is a dark, atmospheric one-shot perfect for groups who enjoy horror, puzzles, and morally twisted villains. Part of the Thirsty Tiger Tales series by Infinite Initiative.
Intrepid explorer Reslin Kine garnered a modest reputation and fortune for himself throughout his years adventuring. When he learned he'd die of an incurable illness before his first child would be born, Reslin hired the best workers and wizards he could find to create a vault to protect his son's inheritance. Reslin kept a journal of his efforts, logging the information necessary for his heir to find the vault and claim its treasures. Whatever came of Reslin Kine, his family, or his treasure is now the stuff of stories. Through whatever circumstance, the party has managed to get their hands on a few tattered pages of Reslin’s journal. The cryptic entries noted there contain clues to finding his vault, and the treasure which awaits inside!