You and your associates were planning on making it big as adventurers...you just didn't think it would happen so soon! This one page offering takes the players through the wilderness with an opportunity to swing by for some healing as well!
Varisian fortune-tellers from across Golarion use the mystic harrow deck to read fate and predict the future, but few have ever mastered the mysterious harrow to such a degree as Sonnorae, a long-dead bard from the Age of Darkness. Fearing her collection of stories would be lost when she died, she created a demiplane within her own harrow deck to contain them. Over time, these stories took on lives of their own, and melded with the images on the cards themselves. But not all stories have happy endings, and the storykin who inhabit the Harrowed Realm have their own motivations and plots for power or even escape into the real world.
Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354
A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.
Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. "Lord of the Iron Fortress" is a stand-alone adventure for the Dungeons & Dragons game, the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). This adventure contains an additional 16 pages of content for the same price as earlier adventures. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.
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
This adventure is set in the van Richten estate, a free-floating realm in the Mists of Ravenloft. While this scenario serves as the conclusion to the other adventure included in this boxed set, it can also stand alone with relatively minor modifications. Removing most of the monsters and emphasizing the intangible supernatural phenomena makes this adventure especially apt for a Masque of the Red Death campaign. Regardless of where it is set, you may play this adventure many times without it unfolding exactly the same way twice. Suitable for use with the Bleak House campaign or the Masque of the Red Death Setting. Included in Bleak House: The Death of Rudolph van Richten TSR 1141
In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet again…
The Bunker transports the party from their starting hex to a destination 2 hexes away. It can be placed anywhere on the Purple Planet map that does not already contain a numbered encounter. It could be hidden beneath the fecund growth of the mushroom forests, lost in the broken lands, amid the Ancestor Peaks, or uncovered by a sand storm in the wastes.
A four hour Dungeoncraft adventure, set Icewind Dale, in the Eleventh Town: Chwingatown! It premiered at Redcap's Corner July 2021. Hunters in Easthaven are bringing back stories of tiny armed humanoids that chant “CHWINGA CHWINGA!” while waving their weapons. Are they threatening the Ten-Towns? Includes Full color illustrations of adorable chwingas and their unique town locations jpg versions of all maps sized to 70 pixels per five-foot square for use with VTTs
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! Note for DMs: This adventure is not for the faint of hearted, to run or to play. The module starts with 10 NPCs traveling with the party through the grueling Underdark. This number can grow. The encounters within the book are often incredibly deadly for the characters that would be going through it. This is because the module expects them to run or talk their way through the events, or, in some cases, the module expects them to lose. If your players aren't the kind of party to run, talk, or surrender, do not get this adventure. The module almost requires that you use milestone leveling because the experience provided does not commonly get players to the levels they should be once they get to certain milestones in the story (7th when they leave the underdark, 15th when they face the demon lords.) Good luck and happy questing.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
Infinite broken night. Milky alien moons. Wavering demons of gold. Held in this jail of immortal threats are three perfect sisters... Maze of the Blue Medusa is a dungeon. Maze of the Blue Medusa is art. Maze of the Blue Medusa works with your favorite fantasy tabletop RPGs. And Maze of the Blue Medusa is the madly innovative game book from the award-winning Zak Sabbath of A Red & Pleasant Land and Patrick Stuart of Deep Carbon Observatory. Lethal gardens, soul-rending art galleries, infernal machines—Maze of the Blue Medusa reads like the poetic nightmare of civilizations rotted to time, and plays like a puzzle-box built from risk and weird spectacle. Art by Zak Sabbath; text by Patrick Stuart and Zak Sabbath. Publisher is Satyr Press.
The Lady in Blue, a mysterious figure of cosmic power, enlists a band of simple peasants for a strange task. They are to follow an invisible bridge until they arrive at a hole in the sky – and then jump through. Death awaits all but the bravest, strongest, and luckiest, but the Lady offers a reward beyond all the riches of the world: the chance to change the very stars these peasants were born under, and thus change their destiny.
The Red Road is a quest for 2nd-level heroes. This quest is intended to be a one to two session, monster-of-the-week–style adventure: a memorable, early stepping-stone in the heroes’ career. The heroes can earn up to six Victories over the course of this quest. A mystery smolders in the village of Asher that'll lead the heroes on a breakneck race through the woods. Make every action count—every little misstep could inch you and many innocent people closer to a bloody end! The Red Road assumes you understand how to play and run Draw Steel.
The party arrange for passage on a fast ship called the Silver Slipper. The good Captain Sara agrees to take them aboard for a reasonable fee. The voyage, however, is marred by strange events, and the crew begin whispering about a dark statue taken aboard as cargo. The statue is to be delivered to a port beyond the PCs' destination. When a fog rolls in one night, the ship is attacked by evil agents of a dark god come to claim the statue. In this nautical nightmare, the PCs must travel aboard the ship, interact with the crew, and save themselves from a boarding party of eldritch evil.
When the Pathfinder Society receives word of a promising, unexplored ruin in Osirion, the PCs set out to uncover the site's secrets. Yet upon arriving, the PCs learn that a different group of Pathfinders has already entered the ruins. Has there been some mistake, is the site's magic playing tricks on everyone, or is there something more nefarious afoot? Tags: Repeatable
Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?
Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knight’s immortality lies in the signet ring worn by every Silver Knight. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming