Red for love, white for purity, black for death. He was thoughtful, obedient, and trustworthy - the epitome of a traitor. All he needed were some heroes. A powerful undead knight, Agrovale, wants to be released from a necromancer named Talakara. He sets in motion an elaborate plan to get the players involved in overthrowing Talakara in her bid to become a goddess. He frames the necromancer for a kidnapping and murder and leaves a trail of clues to lead the players to her stronghold. The party travels through an extensive stronghold filled with many different monsters, finishing with a fight with the demigod Talakara and subsequently the freedom-seeking Agrovale. Pgs. 38-63
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
Everyone starts with goblins. And The Goblin Cave helps you do just that. Using any of several story hooks, this adventure provides a short romp through a goblin-infested cave where the party will encounter traps, treasure, and the perfect start to their adventuring career. An introductory adventure for 1st, 2nd, or 3rd level characters.
It’s a beautiful autumn day. The sun is shining off of leaves that are turning gorgeous shades of red and orange and yellow. What could possibly spoil the Otari Fall Farm Faire and Festival on such a day? That’s exactly what farmer Bum Tuggles thought as his precious pig, Hamilton, won the blue ribbon for finest hog in the show. The answer was simple — goblins! Goblins rushed the faire, their cackles and roars filling the air as they slaughtered without mercy. They sowed chaos and fear while a small group went straight for Hamilton. For some reason, they didn’t kill him; they took him. Now farmer Tuggles is offering a handsome reward for anyone that can track down these goblins, and bring him back his pig. Can you…Save his bacon? Save His Bacon is a short Pathfinder Second Edition adventure designed for four to first-level adventurers. Save His Bacon contains: A custom map of the upper level of an abandoned dwarven mine Custom Hazards Unnumbered and ungridded maps for use in your favorite VTT
Everyone in the city eagerly anticipates The Arena's opening at the end of every month. This month, an unexpected change to the lineup just days before is rife with rumours! The most feared and respected gladiator in history, Imhullu, the Dragon of Marduk, has issued a challenge to an unknown rival—a fight to the death on charges of heresy. Rumours of insults and slander are spreading throughout the Great Market, though the truth remains inscrutable. The crowds gathered outside The Arena are beyond belief; people must have come from every dimension. Gaining entrance to The Arena is going to be next to impossible. Also, you don't have a ticket! Fortunately for you, you haven't spent your youth in a particularly productive manner! Centred around a gigantic arena full of gladiators, your adventurers must brave the depths of The Pits evading and fighting strange, horrifying creatures, in order to gain entrance. Once inside, they must hold strong against social and political pressures in the hopes of finding a seat in time to watch the main event! But have they gotten themselves caught up in secrets best left alone? There’s only one way to find out!
The adventurers have been summoned to a mysterious black tower made of glass. They are given a simple mission: protect the mage’s estate while he is distracted weaving a mighty spell. Surviving the five days of his spellcasting requires quick wits and sharp blades, for the estate has mischievous guests and strange visitors. In the end, the mage demands one final task: stand by his side as he binds a great horror from beyond!
The Thrice-Damned House of Thrune wants to seal the Inferno Gate, an uncontrolled portal to Hell, and the villainous adventurers are called to accomplish the task. To acquire the components and perform the ritual, they must first face down a hellspawn thieves' guild, the Hellknight Order of the Pike, and the knights of the Glorious Reclamation and their celestial allies. But before they can complete the ritual, the characters may be forced to examine their options—is closing the gate the best plan for the future? Will the villains obey their orders to close the gate to Hell—or might they make a deal with a devil for control of the portal? Or will they only become the latest in a long line of sacrifices to the Inferno Gate?
The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?
Gadof Blinsky is a famed toymaker known for bringing joy to children throughout the bleak country of Barovia. Or at least, he used to be. That all changed after Blinsky and his wife welcomed their first child. The toymaker fell into a deep fit of anxiety and depression from which he never recovered. In this mini-adventure, you will investigate Blinsky's toy shop and battle a strange toy that seems to have taken on a life of its own, eventually uncovering what happened to Blinsky’s family and unraveling the secret of what the toymaker is hiding in his attic. Blinsky is No Fun! is a one or two session side adventure, for characters of levels 4-5, for use in the Curse of Strahd campaign setting.
A retired adventurer approaches our heroes with a mission - help find a former comrade, a talented young wizard who went missing twenty years ago. The quest takes them into a magical underground lair, where every room reveals something as remarkable as it is deadly. But they soon realise that finding the wizard was the easy part...
The goblin, King Tatter-roo, and his tribe are plagued by an unseen hunter. They have placed an unusual plea to anyone who will listen. The promises of goblin wealth and peace amongst the free people is attainable for a limited time only. All King Tatter-roo requires is an inquisitive mind and a sharpened blade.
This exploration adventure is planned to be played by 4 to 5 level 4 characters. The characters, led by old Maddie (who also hides a big secret), will go deep into the swamp and into the caves to retrieve the green heart.
Under the gods' vigilant gaze, shadows stir in the depths. A hermit hunter found an alien jewel in the woods. Since then, he began to have dreams about strange "gods" and became obsessed with them. Little did he know, these “old gods” of his are an ancient evil buried deep in the underground that now reign in the forest! 'Hidden Gods of the Woods' is a system-agnostic one-page dungeon about the exploration of a secret cave dominated by bizarre aliens. Hidden beneath an abandoned cottage, players will unveil the story of a human hunter insanely in love with creatures from another world. Play to discover what the hell is going on there!
After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82
A strange breed, indeed. No one returns from Revular's Island, and for good reason. The story starts in a fantasy kingdom called Lungardy, but the DM may choose any setting that borders a large body of water. Pgs. 30-45
Among the snow globes that sit gathering dust there is one quite unlike the others. One is full of sand and an ancient library. Shake it and you’re transported to the dungeon. Here's what it has: Beautiful cartography from Dyson Logos 27 keyed rooms to keep your players busy for a few sessions A new enemy called the Mummies who do no damage but burst into sand that gets into armor and skin, spreading a deadly disease A sand golem Pharaoh who can multiply A twisted lich (or moderately low level) who collects teeth A sphinx searching for the answer to a riddle A few traps (including snakes and skin-burrowing scarabs) A treasure room that has roughly 10,000gp worth of assorted treasures, making it difficult to export It exists inside a magical snow globe, meaning it can fit into your campaign world with ease Has repercussions and ways to continue after the fact Basically this is a dungeon for a more Old School feel.
This exploration adventure is planned to be played by 4-5 level 4 characters. They will venture into the temple of Amaunator to cleanse it of corruption, give rest to its inhabitants and recover a precious lost artifact English and Spanish
The kingdom of Dunador is in trouble. Since the king, Halfred of Dunthrane, was killed in a hunting accident, the land has hovered on the brink of civil war. Crown Prince Edmund, at 18 only half-trained and quite unprepared to assume the throne, has yet to be crowned. Currently he is on a pilgrimage to the holy shrine of Nevron in the province of Andevar. While the uncrowned king is far from home, anarchy reigns in Dunador. Throughout the realm, plots are brewing and evil hands are eagerly clutching at the sword of treason. Inevitably the focus of these intrigues is in the troubled province of Andevar to the north. For it is here that the young Prince has journeyed and here that he must be crowned. In this dark hour Dunador has but one faithful servant: Hollend, chief advisor to the old king. Painfully aware of all that is at stake, Hollend has sought the aid of a brave party of adventurers in a desperate bid to tip the scales in favor of truth and justice. But, even as the party secretly enters Andevar, the forces of evil strike with blinding speed and ruthless determination. TSR 9163
Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
A medium sized city is perfect for adventurers who are adventuring in or near a large plains environment where natives/barbarians can be found. Landos is set in a vast plains where natives simliar to American Indians would be from. The city itself is seeking to "civilize" itself by giving more space to upscale businesses as the native population moves back out to the plains. Landos is run by the Caravan Masters who are responsible for trade throughout the civilized lands. See also F6 - Euriduis of Santos. Landos is also the setting for the murder mystery Butchery of the Geldamore.