Constant attacks have been carried out in the forest region near Holyrock. The small town of Taveiro Village was raided by a group of Goblins that are plundering the agricultural region near the city. There is suspicion that there is a lair of these beings near the village, but so far, no one has been able to find the place. The mayor of the city is hiring adventurers to discover and eliminate this band of Goblins. It offers a big reward, in addition to allowing the booty found with these beings to own the heroes. Are you ready for the challenge? ” Goblins Lair is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the basic BX books or the old D&D books. Have Fun! Published by Voxelhouse
The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.
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!
Old-School Essentials Adventure A hole in an old oak tree leads characters down to a maze of twisting, root-riddled passageways, the chambers of an ancient wizard-complex, and the banks of an underground river where once a reptile cult built their temples. A classic expedition into the Mythic Underworld for characters of 1st to 2nd level. 60 keyed areas, rumour table, loot summary, dungeon background info, suggestions for expanding the dungeon. Keyed in a quick-reference, bullet point format. Unlabelled map included for VTT use. The Hole in the Oak can be linked with The Incandescent Grottoes to form a large, 3 level dungeon with over 115 keyed encounter areas!
Guilds Town is in the middle of Dravens, a province of the realm of Shrave. 50 years ago, the neighboring dwarven province of Kiernard rebelled and tried to overthrow the green dragon Shrave who rules the realm. They failed and their province was dissolved. Dwarves who left the province mostly fled to Dravens, and are called Nards as both a racial slur and a stigma of their people’s dishonor. Guilds Town are the ones really in control of the province and are the current opposition of the Dravens nobility. In recent times, corruption and crime in the city have risen to new heights as 4 cults compete for control of the city and their citizens. Published by NaturalCrit
Beneath the roots of a silver elm, there lies a sidereal prison… Vaz’kin’rai is a one-session adventure for the 5th Edition of the world’s most popular roleplaying game, which sees 1st level heroes venture beneath the village of Dur to uncover the secrets of a mysterious cosmic vault. What will the heroes find within? And what price might they pay for uncovering it? Featuring: Two bespoke creature statblocks, including a Paragon Creature! Four new magic items! Five premade characters suitable for playing through Vaz’kin’rai! A host of original artwork by Izzy Collins, Emma Durno, and Robin Baxter! A fully supported hook, as well as suggestions for others and how to develop the storylines and themes the adventure introduces into a larger game! A selection of free companion Sonoria – audio ambiences and sound effects you can use to bring the adventure to life sonically! Vaz’kin’rai comes embedded in an original campaign setting, but is self-contained enough that it can be sited easily in most other campaign settings with minimal effort. A selection of deities and lineage origins are also provided in the appendices to help fit characters within Vaz’kin’rai’s setting as presented. Go forth, and see what lurks within the vault of Vaz’kin’rai… Published by Animancer
This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures
Barric Jingle promised the whole region he would deliver all kids presents in a single night! How he intends to do that, no one knows. It was no long before the promise reached an oni, who took hold of the warehouse Barric works in and kidnapped him! It's up to you adventurers to go through a fully industrial cabin full of weird toys and conveyor belts to save Barric. The adventure features widely different encounters with tons of surprises and environment to interact with. Aventura completamente traducida al ESPAÑOL This adventure was created for the RPG Writer Workshop 2020 with accessibility in mind.
Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org
The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy
"The broken outline of Cear Ferros emerged on the horizon. Its ancient walls stand silent and looming as you approach them, casting long and eerie shadows across the land." An adventure through a cursed castle crawling with undead in search of missing merchants. For Shadowdark Published as part of the Shots in the Dark collection.
The abandoned Tower of Ulvarum Orvernus stands atop an asteroid nearly a quarter mile in diameter, located roughly 5 million miles from the planet’s surface. The asteroid maintains Earth-like gravity and a breathable atmosphere, with habitable temperatures. This is all sustained through the harnessed power of a bound Air Elemental and Earth Elemental. If either of these Elementals are freed, the asteroid’s environment will quickly become inhospitable. The PCs may find themselves drawn to the asteroid through a forgotten portal, seeking a way to return home. Alternatively, they might be lured there by rumors of a powerful item or hidden knowledge within the tower’s extensive libraries. A multi-level tower filled with traps and strange encounters including animated armor, alien plant life, giant spiders, and a doppelganger.
The Ocaulin Cult has stumbled upon the tomb, seeking to awaken an abomination known as the Spawn of Ocaulin. They have kidnapped a merchant’s daughter, Mornea, to serve as the final sacrifice for the creature. Meanwhile, undead have escaped the tomb, plaguing nearby settlements. The PCs must navigate the dangers of the tomb, confront the cult, and prevent the Spawn of Ocaulin from being unleashed upon the world. Multi-level tomb filled with traps, and undead guardians. Dynamic events and rumors in the City of Omere
An exploration one-shot adventure for fifth edition planned to be played by 4 to 6 level 2 characters. The group must explore the underground of a small tower to recover an artifact known as The Iridium Dagger, only to escape from there in a hurry. Content in english and spanish Published by Victory.RPG
A band of villagers are trapped in a mist-shrouded carnival in the dead of night, facing death at every turn. Can they survive twisted oddities like the corpse-filled Tunnel of Love and the dreaded Bone Coaster? Filled with fantastic art, the Carnival of the Damned unleashes nightmares into any campaign, with encounters refined and polished by the anguished screams of hundreds of players at conventions like Dragon Con and Gary Con! For judges, the adventure fills many needs: author David Baity has crafted over 30 encounters and dozens of random threats. There is enough content for days of tournament play, or judges can select a smaller collection of favorite dangers for a quick DCC funnel session. For sandbox-style play, judges can extract individual encounters whenever a twisted challenge is needed in any old school system. There's even a haunting backstory for those looking to integrate the adventure into an extended campaign. And there’s clowns. Lots and lots of clowns. Published by Purple Sorcerer Games
A centuries old evil has been cultivating an environmental disaster deep under the earth, waiting for the time when it will be unleashed on the world. A new mine has been created above and has broken the seal. The owner of the mine has lost contact with their foreman and shipments have stopped, and it’s up to an inexperienced but eager group of adventurers to investigate. This adventure is designed to present a challenge for a group of four veteran players using first level characters. While there are opportunities for roleplay scattered throughout, this adventure is heavy on the exploration and combat pillars of fifth edition. Death is a real and ever-present threat as they investigate the mine and the dangers below. Success and survival should bring them to the third level, and they may have found some treasure well worth the effort. So much so that they may become targets themselves from unscrupulous and more experienced NPCs. Written to be a seed for a larger campaign in any high fantasy setting, the outcome of this adventure could have world-changing consequences. It introduces a new and growing threat that, given enough encouragement, greed, time and apathy, could consume the world and beyond.
The chapel, once populated by the priests and priestesses of Eldath has now been desecrated by cult of necromancers who sought its secrets to prolonged life. They soon discovered the bodies of the chapel’s clerics they slew, and those interred in the catacombs below, were unnaturally strengthened and preserved by the chapel’s white waters. Their bodies were soon used to create powerful undead. Seeing this desecration of her followers, Eldath stemmed the flow of her life-giving waters. The cultists remain in her chapel, seeking to corrupt the well and harness its powers for their vile plans. Published by Arcana Games.
A Scarred Lands Adventure. Maghiel has learned the location of the staff of Zuvys and has devised a way to use its power to aid her in summoning some strange fiends known as the “Mouths of Vangal”. What purpose she has in mind, what part this plays in her plan, only she can say. She has sent her henchman, a twisted wizard named Anuzor Okalis, to fetch the staff of Zuvys by whatever means necessary. Anuzor has used his magic to charm, disable, or destroy the Order of Silver guardians, and has penetrated the inner sanctum of the shrine. A Vengeance of the Shunned Side Quest The Staff and the Secret Shrine is a side quest that can be played standalone or used with the Vengeance of the Shunned campaign. Over 20 community content creators have banded together to bring a full-length campaign to the Slarecian Vault! Vengeance of the Shunned takes your adventurers across Ghelspad on a quest to end the greatest threat to the world since the Titanswar! This campaign offers adventures from levels 1-15, and will be releasing new content weekly ALL SUMMER LONG! Vengeance of the Shunned continues with A Titanic Feast by Jeremy Hochhalter! Published by Onyx Path Publishing
A desperate ghost, a plea for help, and a forgotten crypt filled with peril and plunder. This is a tale of past conflicts, where blood magic has left a foul and dire aftermath, and time is of the essence. Maps and illustrations help guide you through rugged wilderness to re-discover a tomb lost to all but its denizens - creatures enslaved by an unholy item or awakened by its looming threat. Published by Roan Studio
The Tranquil foothills of the Sword Mountains are quickly plunged into chaos, as a series of earthquakes spread their way through the region. Adding to this danger, bands of vicious, flesh-eating monstrosities have clawed out of the shattered earth, attacking travellers and local residents. Rumours of wealth and riches have drawn the adventurers to the area; little do they know that it is not gold and jewels these monsters protect, but a volatile portal into the Underdark with a disturbing secret.