Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29
The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.
Dutch "Boss" Tillinghast, leader of the Sea Lord's Guard, is as corrupt as he is powerful. When his disloyal and understaffed Guard fail to capture a magic-using thief, Tillinghast turns to mercenaries--i.e., the PCs. "Thieves and Liars" is a short "interlude" adventure designed to be played between Terror in Freeport and Madness in Freeport.
The infamous Scorpion Prince ruled his domain centuries ago, but the lands are still desolate, a testament to his poisonous influence. His terrified subjects rejoiced in his death but also feared he would return if not interred properly. To ensure the prince's happiness in the afterlife and his tomb's security, his people erected a great monument and created trap-filled chambers to house and protect his body and his wealth.
HUNTING DEMONS RIDDING IMPILTUR OF FIENDS, ONE FIEND AT A TIME Demons and cultists rampage through the countryside of Impiltur, causing much sorrow and loss to the common folk. Hardy adventurers collect bounties from what government remains in the Kingdom. Can the heroes track down and destroy the demon that is plaguing local farmers? Do they have what it takes to join the Kingdom-wide Society which governs and regulates who can collect bounties on demon heads? Do the common folk want their help? An 4-6 hour adventure for 4-6 characters of level 5-7 Includes maps, handouts, stat blocks, and a new magic item!
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
Urban Uprising and Oldschool Dungeon Crawling. A hobgoblin horde has subjugated the city for Freystand, searching for a relic of their god. Will the heroes save the town from the tyrannical hobgoblins? Will they discover the true purpose of the Bloodthrone of Maglubiyet? Work with the rebels of Freystand to sabotage the hobgoblin's by completing objectives in the city. Crawl the warrens to find and destroy the Bloodthrone of Maglubiyet. Discover the true purpose of the throne and cosmic horror that threatens the world. Designed like an old-school dungeon crawl but with modern sensibilites.
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.
The ancient world of Harth is dying, but you’re going to die even sooner if you can’t escape from Frostwyck. You’re lost in a frozen forest of deadly predators and mysterious recluses. Your only refuge is the tiny village of Frostwyck, where metal is rare and kindness is rarer. And there are worse things in the shadows than mere bloodthirsty beasts. Witches haunt the groves of the north. Most keep to themselves, content to guard their secrets and powers. But one torments them all. Dama Zhadna has cursed the village so that none can escape. And now you’re trapped here. You’re going to die here... ...unless you can escape from the Witches of Frostwyck. Just a few things players can do: - Escape from a prison barge - Free demon souls from a giant spider-house - Find a charming witch-lord hiding with his pet dragon - Evade a merciless warrior zealot who is hunting them - Discover the ancient secrets of the Elder Fey - Collect the "cunning tools" created by the hedge witches - Collect the eldritch weapons crafted by the ancient elves - Save a little girl made of snow Intense Factions! Will you help the Temple of Virune to eradicate the last of the witches? Will you help the witch-lords retake power over the north? Will you help the Gray Sisters protect the village from the dangers of the forest? Or will you venture underground and help the Elder Fey to escape their prison and take their revenge? Four New Mentors! While in Frostwyck, players can meet many skilled NPCs who might be willing to train a worthy adventurer. If you can complete 3 days of training, you can learn one of 16 skills from either a Hunter, a Fighter, a Priest, or a Witch. New PC Background: The Vulgoth Hedge Witch! In addition to some unusual medicinal gear, select one of 6 creatures of the northern forest as your familiars, as well as one of 6 "cunning" items that you enchanted (and might explode in your face!).
Watch your step. Out-of-this-world adventure. An odd box falls by a watch tower and its up to the party to discover what it is and why its here. Pgs. 22-29
A bizarre puppet master pulls the strings in this introductory RAVENLOFT® adventure for lower level characters. "Beware what you wish, for it might come true" is an old Vistani saying. In the small town of Odiare, a toymarker has wished a puppet to life--only this puppet is not a friendly, playful toy. It is a thing of evil, bent upon killing all the adults of Odiare. When the player characters are trapped within this town, Maligno the puppet and his animated toys begin to hunt them down. The PCs' only chance for escape is to defeat the mad marionette.
The dreadful jails below the appalling City of Skulls, Iuz's nightmare capital, contain many wretched and desperate captives. Among them is Earl Holmer, Knight Commander of the Shield Lands. A brave spy in Dorakaa has shown the ay to find and free Holmer—is your party up to the job of freeing him? King Belvor IV of Furyondy believes so. In the way stand fearsome priests and mages of the Lord of Pain; ogres, giants, fiends, and worse hinder the struggle to defeat the traps and guardians of Iuz. Plucking Holmer from his grasp will bring great renown, knighthood, and treasure—for those who survive. None has ever escaped Iuz's jails. Who will you be the first to use stealth or storm to breach them? TSR 9405
In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)
... for hundreds of years, the monks of Sheargardt Manor at Luci Vale have provided spiritual guidance (in the name of their deity—Caelis) and world-class ales to the folk who live in nearby Luci Village. At the head of the high-mountain valley Luci Keep is tasked with keeping the pass over the high mountains safe fortravelers throughout the year. However, in recent months, word has come down from the mountains to the port city of Galan that the Abbot Christoph has allowed evil to enter the Manor. And now, a representative of the Caelian order is sent to learn the truth of the matter, and remove Christoph if necessary... Published by Usherwood Publishing
Quests of Doom Volume 1: 12 Adventures for Fifth Edition Rules, First Edition Feel! Necromancer Games is back: are you ready to rock the new edition old-school style? We put together a team of some of the best adventure-writers in RPG history to ring in the new fifth edition rules with a host of adventures you’ve never seen before (and a couple that you have, but probably didn’t survive anyway). Volume 1 of Quests of Doom contains 12 adventures in almost 200 pages, by Ed Greenwood (Emeralds of Highfang), Bill Webb (Ra’s Evil Grin, Sorcerer’s Citadel, Hidden Oasis, Pyramid of Amra, Sewers of the Underguild), Matt Finch (Hidden Oasis-Temple of Thoth), Jim Ward (Deep in the Vale), J. Collura (Noble Rot), Michael Curtis (The Dead from Above), Casey Christofferson (Ra’s Evil Grin, Sorcerer’s Citadel, Irtep’s Dish), Skip Williams(Death in Dyrgalas), and Steve Winter (Bad Moon Rising).
A tale of dreadful draconic sibling rivalry, this adventure is designed with ease of Dungeon Mastering in mind. Inspired by products such as The Lost Mines of Phandelver and 1991 Easy to Master Introductory Black Box it aims to provide a compelling story which will engage players while making that story easy to tell. It has prompts and advice on how to run each encounter making it ideal for beginning Dungeon Masters or Dungeon Master's ready to move on to the next tier of play.
The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.
Great riches and sudden death, free for the taking. The owners of the vault dared all looters to test their wits against it. Hundreds of years later, the vault is still unopened. Now, it's your turn to try to get in. A heavily trapped vault containing a whole lot of treasure. Little combat. Pgs. 41-46
5e Arena is a pit-fighting game based on the rules of the RPG that's synonymous with fantasy adventure. Choose the rank of competition, then battle against three foes back-to-back to win fame, gold, and perhaps more. This game is designed to be compatible with your at-home or online campaign. You can play between sessions or (with your GM's permission) while other players are shopping, crafting, or role-playing. The game is designed for characters from level 1 to level 3, but higher-level characters could still find a challenge by playing multiple ranks without a rest. Each rank takes about 10-15 minutes to complete. Features Keeps track of enemy rolls and abilities Provides gridded maps for each encounter Easy tracking of enemy HP Unique backstory for every opponent Opponent strategies intelligently change with context Mobile-friendly Online Play Only!
Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? Someone in Lochfell knows the answer, and it's up to the PCs to find it out. Lochfell’s Secret is a short D&D adventure for four 15th level player characters (PCs). The story is set in and around the port town of Lochfell. You can place the action in any section of your campaign world where a coastal town on a bay might exist. If there is a small town that the PCs visited in a past adventure but haven’t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.