Now that the ruined pyramid tombs of the ancient emperor-gods of Osirion are finally open to exploration, the race is on to plumb their depths and rescue their priceless treasures. Entombed with the Pharaohs is a desert adventure written by Michael Kortes that pits players against rival adventurers bent on getting to the treasure first as well as the vicious monsters and lethal traps set to stop them from their plunder. Ancient secrets and wealth beyond imagination await you in the pharaohs' tombs—will you be the first to find them?
Two feuding kobold tribes have been left alone in their dragon queen's lair. Without supervision, surrounded by the wealth of nations and piles of magical artifacts. How long before things devolve into utter chaos? Set inside an enormous dragon's lair, the adventure allows players to take control of the best and brightest among the kobold tribe known as the Redscales. Their entire lives they have been the Dragon Queen's minions and her lair's caretakers. But the Dragon Queen has been gone for some time now and an ancient feud with another kobold tribe (the Bluescales) is about to be a rekindled. And the trap- and treasure-filled lair is to become their battleground. The gameplay is a mix of roleplaying, involving some tough moral choices (well, tough for kobolds), solving puzzles and wacky combat with kobolds wielding powerful ancient artifacts. There is an abundance of magic items, specially chosen for their potential to lead to hilarious situations.
This uniquely styled adventure involves players starting out with little information about the characters they will play. No characters are prepared in advance. This is a nonstandard method of play. Player characters only know their names, ability scores, race, and background. This adventure was created to give the feeling we got as kids just starting out with D&D. It will be great for new players and seasoned vets alike. Who is in charge? Who is torturing the players? Let the chaos begin…
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.
A new megadungeon from Three Castles Award Winner (2018) and Barrowmaze author Dr. Greg Gillespie! HighFell: The Drifting Dungeon is a 246-page classic megadungeon for use with any old school fantasy role-playing games/clone. The pages of HighFell are crammed full with new material, maps, and art, including a colour cover by Ex-TSR artist Erol Otus (that matches Barrowmaze Complete and The Forbidden Caverns of Archaia as sister-books). HighFell: The Drifting Dungeon will keep your players on their toes and your campaign going strong for years. HighFell is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).
After handling a bit of diplomacy for the York Republic, the ruling council has asked for more assistance from you. Years before the western edge was not where it is now. A series to protective towers stretched out securing the land. Unfortunately for the country, those towers were taken by Giants of the region and pushed the York-ians to their current border. The council feels that your party is strong enough to go scout out the area and see if the land can be retaken. This adventure setting was designed for both 5th Edition rules AND 1st/2nd Edition D&D for the Filbar Campaign for six, sixth level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign.
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
When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games
Green Death... That's what old hands call the Great Dismal Swamp. For centuries, this tangled maze of sluggish watercourses, stagnant ponds, and festering marshes has defended Blackmoor's southwestern frontier. Large armies and smaller parties have disappeared altogether inside its vast, dripping, claustrophobic corridors. Among those who have dropped from sigh in this arboral hell is young Rissa Aleford, one of Blackmoor's most important leaders. Carried off to the sinister City of the Fron, she is now being held by the eccentric Monks of the Swamp. By making the baroness captive, the deranged monks have serioulsy weakened Blackmoor at a time when enemies already threaten it from all sides. Yet, even as the Froggies gloat, the king of Blackmoor dispatches a small band of bold adventures to the rescue. Deep into the Great Dismal Swamp they must go - far from sunlight and sanity - there to seek and save the swamp, there to find the Temple of the Frog. TSR 9175
Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
New Magic? That's what the flying egg has. New magic unlike any ever encountered in Blackmoor. New magic of a type that could give the fledgling kingdom an important edge in the wars that are brewing on its borders. There are only a few minor problems. Like the fact that the magician who piloted the metal egg to one of Blackmoor's sworn enemies, the monks of evil and eccentric Order of the Frog, are also interested in the magic represented by the egg. And, most important, the fact that the egg came from the distant and dangerous City of the Gods. Set amist the blistered salt flats of the Valley or the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition? to bargain for aid in the coming wars? or to steal the magic of the gods. TSR 9191
No description available.
You have been sent to watch over the destruction of an ancient artifact by your liege, but arrive to find the temple sacked and the item missing. You and the other abassadors must take the famed Pick of Zander across the Kamula Wastelands. There you must track down the agents of evil and, if possible, destroy the artifact...time to earn your hero status!
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal. In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. TSR 9022
Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337
The graduates of the Magaambya are known as some of the greatest wielders of magic in Golarion. Now it's time for a new group of students to take their first steps on the path to greatness. In Threshold of Knowledge, you take on the role of one of five students from the prestigious Magaambya, the oldest school of magic in the Inner Sea region. When a teacher goes missing, it's up to these new heroes to step up and solve a wicked mystery that threatens the existence of the Magaambya itself! Threshold of Knowledge is a short adventure for 1st-level characters that takes the heroes into the Magaambya and the nearby city of Nantambu. In addition, the five pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of new heroes in training!
Powerful Magics are Loose in Karameikos! You and your companions are starting on your first adventure and you've been swept into the intrigues surrounding the infamous Black Eagle Barony. To prevent the evil Baron von Hendricks from gaining more power, you and your cmpanions must retrieve the magical Eye of Traldar from the wizard's tower at Fort Doom. Can you escapes the clutches of the armed garrison? Will the Baron gain the powerful artifact and use it for evil? You and your friends make the choices and affect the entire Grand Duchy of Karameikos. This module is particularly recommended for novice Dungon Masters and players who want to try their hand at overland adventuring. Recommended for four to six characters, levels 1-2 Handouts and pregenerated characters provided Suitable for use with the Dungeons & Dragons Game box and conventional D&D Game rules Features simple rules on outdoors travelling for exclusive players of the D&D Game box Adventure in the monster-filled caverns and dungeons beneath Fort Doom. TSR 9271
An immense urban sandbox and eastern fantasy noir mega adventure for D&D 5E that takes 4–6 characters from 3rd through 12th level! An enmity between the Gekido, Hakaisuru, Kirai, and Namida clans has persisted for ages, the wounds from the Battle of Broken Spears torn open every few years by border skirmishes and trade disputes. Seeking to win the minds of the people by a grand gesture during these dark times, Emperor Hitoshi Masuto has arranged an alliance between the quarreling noble families—20 brides and grooms have been chosen to wed in celebration of the 10th anniversary of the decisive final battle in the rebellion against more than a century of foreign occupation. Imperial Matchmaker Weddings Decree Whether the adventurers seek honor and glory by protecting these fiancees or choose to line their pockets by ensuring the unions never come to pass, opportunity knocks at their door as the bengoshi of several clans sift through the mercenaries and spellswords that walk the streets of Sanbaoshi. To rise above the chaff in the capital of the Imperial Prefecture the PCs must be willing to do whatever is necessary to achieve their goals and survive among their cutthroat competition, the corrupting Mists of Akuma, and any designs of the monstrous forces keen to strike a foothold anew in Soburin. What's to be found in Imperial Matchmaker? Statistics for over 120 monsters and NPCs! No matter where the party goes or who they interact with GMs will quickly be able to provide skill bonuses, hit points, and everything else they might need to populate the world, creating a dynamic and seamless environment around the adventurers. Over 40 maps including an insane 2-page isometric illustration of Sanbaosh by Indi Martin! The urban sandbox where most of the mega adventure takes place has a staggering amount of cartography to make certain GMs are never hard-pressed when figures are needed. 147 pages of material focused on the capital of the Imperial Prefecture! With NPCs and maps galore the detail poured into Sanbaoshi make its chapter a book unto itself, making this an outstanding addition to any GM's collection (whether running the mega adventure or not). New magic items including the sheathe ring and black glass dagger, as well as innovative rules for Absentee & Memorial cards! New character options! Put your allies (or pet) into a frenzy with the College of the Maddening Flute, use a deadly bladed brush to turn painting into reality as a Genjitsugaka fighter, look upon the Kami when making a pact to gain a spiritual companion, or become a warlock of Ancestors to pierce through the veil of time. A unique adventure unlike any you've played before! There are 10 high profile matrimonies set to take place in this gigantic module but so very much more awaiting the PCs as they walk the streets of Sanbaoshi: specialized sidequests for the Mists of Akuma Iconics, unexpected trials like Nobukai Bamboo Grove, and virtually endless intrigues amongst the gangs, criminal organizations, noble clans, and other folk that make their homes in the capital of the Imperial Prefecture.
Adventure in the world of Greyhawk! Powerful forces are set in motion as your party searches for the legendary Blades of Corusk. Take them on the perilous journey from Rookroost to the Lair of the Shadow Dragon in the frozen northlands. Will they survive the ramifications of events that they have initiated? Those who hold the magical blades will not easily give them up. Plucking them from the grasp of a jealous dragon or stealing them from the center of the subterranean City of the Ore Horde will strain your adventurers to their limits! TSR 9317
This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.