Eurich Gunshoff IV, Count of Kleaves, is beset by powerful enemies. The King to the north has laid waste his holdings beyond the Tot River and even now threatens the river castles. Only the coming winter holds him at bay, giving the Count time, if only a little, to muster his strength. Long have the people of Kleaves worshiped the gods of the south, and it is to these people that he turns, striking a bargain with the powerful King of Kaymor. In exchange for a precious gift the Kayomarese promise to aid Eurich and his people, but it is Eurich’s charge to deliver the prize. He can spare few troops, and with spies all about he cannot be too careful. The prize he sets in a wagon in a caravan and as escort he calls upon those who dwell upon the fringes of society, adventurers who seek fame, gold and glory. They are charged to cross the wilderness and deliver the wagons safely. But the road is fraught with danger. Walls of stone block the road and winter upon the open plains carries dangers beyond the biting cold. But more than stone and frost, the end promises fire without comfort. Designed in 3 parts Giant’s Rapture offers overland travel, dungeon, and intrigue and pits the character’s wits against the open road and one another.
Operating as secret agents for the Lords of Waterdeep, a promising lead takes you deep into the world of the Xanathar, but what will it take for you to return?
The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.
In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061
"Enter a garden of earthly delights. The sun has stopped setting over the king's favorite garden. It seemed like a harmless curiosity at first but the animals have turned violent and strange alien beings have appeared. The duke has placed a bounty for enterprising sell-swords to end the curse of endless daylight. Hideous Daylight is an adventure module for Old-School Essentials, Cairn, and compatible with other pen-and-paper RPGs with old-school sensibilities. Player characters will navigate a 20 point hex crawl to end the strange curse affecting the land. An adventure for low-level characters. 33 pages of non-linear, character driven adventure in the OSR tradition. Two keyed dungeons and a 20 point hex-crawl. A bucolic fantasy setting easily insertable into fantasy RPG campaigns. Dangerous new monsters, weird magic items, and an unpredictable random encounters table. Features two gazebos."
This series of singular adventures center around the small town of Penchant. The area in question is home to a variety of challenges depending on the level of the PC. This adventure begins with the new PCs mentor sending them to a religious coronation that they cannot attend. The PC is to travel, via burro, to the Bu-San Monastery and extend salutations to the new head of the order. In this case the journey IS the adventure!
Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62
When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? Cries of "Murder!" brought the villagers of Deepwood running to the temple to witness a grisly sight. The priestess of the Temple of Ehlonna lay murdered on the floor, savaged by some vicious beast. Above her body stood a large wolf. Then, before their horrified eyes, the wolf turned into a man -- their friend and neighbor Trammil! The villagers lost no time in giving Trammil the justice he deserved at the end of a rope, even over the objections of those few who thought he deserved a trial. But Trammil's death has not made the villagers feel safe. No one suspected his dark secret until the day of the crime. Could there be others? Can anyone in town be trusted? Only someone who can translate Trammil's journal and fully investigate the murder can solve the mystery.
Rumours tell of a secluded cave where a powerful cleansing artifact resides, guarded by a mythical creature that no one has seen and lived to tell the tale. Heat boils forth from this cave, and tortured shrieks echo on the wind. Do you have what it takes to brave the Lair of the Lava Queen?
Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.
Known to the wider Forgotten Realms® as a sinister land of Red Wizards, slavers, and marching undead armies, Thay is the distant—or uncomfortably close—menace that “may become our doom if Szass Tam turns his attention in our direction.” And Thay is that, but it is also so much more. A truly magical land (thanks to a secret that even the goddess Mystra helps to keep) of rich culture, a rising middle class, ambitious nobles and Red Wizards who fear Szass Tam more than they hate him, but may soon be forced to defy him, and wealth beyond the imaginings of even wealthy and proud realms elsewhere. This tome is your guide to the Thay of right now, a valuable resource for Dungeon Masters and players alike. It sets forth the people and places of the Land of Red Wizards, what life is like, and seeds, hints, and secrets sufficient to spur adventures for years of enjoyment at your gaming tab.
An original Valentine's Day-themed one-shot adventure designed for level 4-5 characters. SUMMARY The city of St. Valentine is home to Dante's Casa di Dolci, a world-renowned bakery — and tucked within the bakery is the entrance to a secret labyrinth, created by a mischievous, merciless god. Every February, an unsuspecting resident from St. Valentine is pulled into the maze. Some return after years spent in the labyrinth, but most do not. When Dante's beloved wife, Simonetta, is pulled into the labyrinth, he must enlist the help of adventurers to get her back. The journey that follows is one of strange doors, riddles, and dangerous creatures that lurk among the hedges... DETAILS 2-4 hour session for 3-6 players Play-tested material Original NPCs and locations Diagrams and NPC stats 19-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtag: #LabyrinthOfThorns
A millennium has passed since the Green Death swept across Hyperborea. In that bygone age of pestilence, a noble family fled the City-State of Khromarium. Far beyond the walls of the city, they entombed themselves in order to elude the inescapable plague. Their necromancer placed them in a deep slumber from which they never wakened. Also he summoned a mythical serpent to guard the vault, a beast reputed to shed gems for tears from eyeless sockets. Tales speak of this beast as the Sightless Serpent. Now, a knave of Khromarium claims to have witnessed the legendary beast. For a pittance he will lead your party to its trail in this swords and sorcery style adventure
In what became known as the Age of Madness, an astral lich calling himself the Crimson Hand descended from the sea of stars, setting his fell gaze upon Gaea. Her red moon he made both his temple and his phylactery, and from there he sought to enslave those who would be ruled and devour those who would not. The Ancients of the four corners of Gaea united their knowledge against this threat, constructing a colossal golem, and inscribing the four POWER WORDS upon four scrolls. These scrolls they fed to the colossus, who ascended to the crimson moon in an instant. The sages of the realm watched as the flashes of battle signaled in the night sky, ending as the crimson moon itself split in half. The lich and the colossus were destroyed, and the Age of Madness was ended. Millennia have passed, and now a new threat rises from the netherworld. The four POWER WORDS have been forgotten, lost among the shattered remnants of the moon. The sages have once again united what remains of their power, this time to teleport a paltry handful of crusaders to retrieve the lost scrolls before the world is doomed.
Something stirs in the dark heart of the Warwood, and in response something stirs in the stars. A simple encounter with bandits on the road leads the PCs to a frightening place where even dreams are deadly. Cultists seek to free the soul of a terrible entity from beyond the stars. The PCs must retrieve the soul vessel of a long-dead evil paladin to stop cultists’ plan from coming to fruition. Pgs. 60-92
Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing
An expedition of dwarf warriors from Citadel Adbar finds itself isolated and besieged by Ice Spire ogres and their allies. They require immediate relief or they risk being destroyed to a dwarf. Seer has directed you to their location in the hopes that you can rescue the dwarves and save their precious cargo, a tablet bearing secrets of ancient rune magic.
An investigative city crawl adventure for Shadowdark RPG (or any OSR-style system), designed for experienced players levels 1-2 Set in the decaying city of Brannam, players unravel a web of fear, blood, and buried secrets. A local alchemist has begun killing in secret, rekindling old fears of an old terror. The city's decline threatens to spiral into collapse, and far below, something older and hungrier waits to wake. This adventure includes: 3 separate dungeons (The flooded Sewers, the forgotten Catacombs, and the cursed Ruins of Edric von Braech's keep) Open ended design and layered mysteries with multiple outcomes and failure states A fully explorable city with random encounters, evolving factions and escalating panic. Custom rules for spell mishaps, nightly murder checks and decay events as Brannam unravels Modular content designed to drop into your campaign
The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series. WOTC 88167
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,