A small port seems the perfect place to dock when a freak storm forces the small trade cog, Sea's Rock, to find solid ground. But the newly discovered port town raises questions: where are all the residents, and are any of them still alive? This module favors investigative and inquisitive playstyles over kicking in the door with swords drawn. Without at least one Medium female humanoid PC or a PC who can speak and read Orc, this may be a difficult module for the players to complete in a cohesive manner. Published by Insomniacs Ink
Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...
Deep beneath the city streets lie the sprawling tunnels of a derelict sewer. Under the command of a vicious ringleader, a posse of thugs have claimed a forgotten undercroft as their own. In a shadowy mockery of the city’s grand markets above, they have set up their own trade, dealing in flesh to vile creatures and evil men. Published by Arcana Games
Delve into ancient ruins of civilizations past in this one-session adventure for 4th level heroes of the world's greatest roleplaying game! The Corwyn Catacombs is a one-shot adventure that sees characters delve into ancient ruins of a precursor civilization to rescue citizens of Corwyn and keep the village safe from harm! Will the heroes succeed in vanquishing the evils that lurk within? Or will they meet a grisly end, to rise again as servants of the undying Chiran Empire? Published by Animancer
Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR
"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.
Doomguard factioneers steal an ancient relic from the church of Fharlanghan as part of an apocalyptic plot involving the Harbinger House, and a group of Clueless adventurers chase them into Sigil on their quest to recover it. Celestian's Compass is a free one-shot adventure that was released for Free RPG Day 2017.
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
Lorena Appleton, the youngest daughter of the youngest son of the heir to the Appleton estates, went missing several weeks ago and returned with a mysterious illness. Her parents spent their vast fortune pleading to all doctors and clerics passing through their town of Braeburn, desperate to find a cure for their daughter. Several healers have said that they couldn’t cure her without knowing what caused the ailment, but Lorena hasn’t said a word since she fell ill. The story piqued the interest of Syvil Loganberry, an elderly Halfling Cleric from the nearby city of Brackenshire. But the roads between Brackenshire and Braeburn have become wild in the last century, and all manners of forest creatures have turned vicious against those who dare brave the roads. The upcoming harvest festival in Braeburn has increased security along the roads, but Syvil grew old by being careful and has hired your band of adventurers to keep him safe as he made the journey. The three days of travel go by without an incident, but those familiar with the woods may wish otherwise. The forest has been still, silent, without even so much as a bird’s song to keep you company. It’s as if the forest itself is waiting...
Beneath Castle Bergfried lies the vault of the grief-struck Baron – heavily infested with a crystalline virus from the past. Here an adventure party must choose between rival forces that seek to explore the vault and decide the future of the Inside World. ‘Vault of the Mad Baron’ is the second installment in a series of three modules in the Inner World. It can be played as a stand-alone adventure or be added as a small barony to an ongoing campaign. The scenario can be used with Swords & Wizardry or any other early variant of game rules and is suitable for PCs level 2-5. Inside you will find: A 60+ page old-school module with a layout optimized for fast and easy interfacing. An adaptable barony complete with town, castle and dungeon. Unique districts with encounters and sights. 6 major factions fully detailed with headquarter, plans, and missions for the PCs. Detailed description of a castle and associated dungeon levels. Downloadable maps for both players and the Referee. Locations allowing the PCs to travel to another era within the setting. Unique new creatures and magic items.
The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?
April, 1453. For a thousand years, the Byzantine Empire has been civilization's guardian, carrying on Rome's legacy. Now 100,000 battle-hardened Turkish warriors have surrounded the great city and are making ready to storm its mighty walls. Find the young empress - if she even exists. Stand alongside the last Roman emperor in a climactic fight to the death. Fight Vlad the Impaler, nastiest of the Sultan's allies. Meet the Eastern world's most exotic temptress. Wield new weapons: Greek Fire, arquebuses, and the Great Cannon. And as the Turks pour into the breaches, opportunities to hack abound. A stand-alone adventure, or use its detailed background as source material for your own campaigns! Published by Avalanche Publishing
A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.
Deacon Manor used to be a friendly and welcoming place. Often hosting nobles from far and wide as well as supporting the local community of Fettercairn. However, since the return of Lady May, and the unfortunate death of her parents, things have changed. Very few people visit now and those that do never return... Published by Fortiter Games.
“Strahd isn’t a villain who remains out of sight until the final scene. He travels as he desires to any place in his realm, and the more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter…” -- Curse of Strahd What secret lies hidden in the village of Aracos that draws the devil Strahd von Zarovich? It is ancient, reaching all the way back to the days before Strahd became a vampire, before Barovia was torn from the mortal realm and cast into the Demiplane of Dread. The Song of Aracos is an adventure for the Dungeons and Dragons 5e Roleplaying Game. The module is optimized for five characters of 6th-level and is intended to be used in conjunction with the Curse of Strahd hardcover adventure by Wizards of the Coast. In The Song of Aracos, your player’s characters come face-to-face with Strahd as the vampire struggles to understand the compulsion pulling him to the village of Aracos. Whether they choose to help, or stand in his way, depends on them, and the fates.
... for hundreds of years, the monks of Sheargardt Manor at Luci Vale have provided spiritual guidance (in the name of their deity—Caelis) and world-class ales to the folk who live in nearby Luci Village. At the head of the high-mountain valley Luci Keep is tasked with keeping the pass over the high mountains safe fortravelers throughout the year. However, in recent months, word has come down from the mountains to the port city of Galan that the Abbot Christoph has allowed evil to enter the Manor. And now, a representative of the Caelian order is sent to learn the truth of the matter, and remove Christoph if necessary... Published by Usherwood Publishing
When a band of orcs attacks the town of West Fork, will you and your party bravely defend the townsfolk, and strike back? This adventure is intended to be used in any campaign setting and at any party level (see ‘Instructions’). This particular adventure takes place in a medium-sized village or small town. Most of the NPCs within this adventure are human, but they can easily be substituted for other common races to best suit your campaign. Published by Nord Games
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
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!
This scenario was originally written for use as a competition event at Games Day 1987. We have published the adventure so that you will be able to reproduce the competition. The scenario also serves as an introduction to the forthcoming supplement detailing the land of Lustria. (see WFRP World Map, p272). At Games Day the party had to play the part of a small band of pygmies, and we have included details of this party so that you can use them too. You should carefully read the notes on Witchdoctors, Ancestor Spirits and the spell Control Spirits before starting play. If a conventional party is used here there is a significant chance that players will lose favourite characters. Much of the scenario is geared towards pygmies, (some tunnel heights, the presence of pygmy ancestors and so on), and a party without access to pygmy-magic may find some areas extremely difficult. Pgs. 11-27 Published by Games Workshop