There’s someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year it’s different. Bodies are turning up. Teenagers are running for their lives. There’s blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domain’s dark lord or lady.
An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.
In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press
Something fell. A sickly gloaming lit up the night like mock daylight, just for a moment, and then the hills trembled. Now, an alien entity lies brooding in a crater gouged out of the moor. Local folk are enraptured with the toothsome jelly exuded by this being, but are blind to the true nature of the events unfolding in their rustic little backwater.
Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing
“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.
In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror
For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end? The Claws of Madness is a standalone adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . . Published by LoreSmyth SmiteWorks.
In this adventure, set in the Albadian wilderness, the party will be in contact with a nomadic Orc tribe, whose leader asks for help on dealing with an old and powerful Blade beast named Vófour. This one-shot features 2 new magic items and 1 new stat block for a more powerful Blade beast. Scarred Lands setting
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.
An alternative way for the Directors to start their new Draw Steel campaign. Fight off the goblin bandits, survive the ravenous undead, and lift the curse from the town of Sour Falls. This short first-level adventure provides you with two possible combat encounters, a montage test, and a negotiation. From the Ashes is a short 3–4 hour adventure for Draw Steel, written for a group of three to six 1st-level heroes and the Director. This free adventure is an alternative way for experienced Directors to start a campaign. The adventure provides you with two possible combats, a montage test, and a negotiation. By the end of From the Ashes the heroes restore an abandoned town, gaining a base of operations that could lead them to future adventures.
The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions
One page side quest, one page maps. For decades old Alma Scarlet-thorn and her cat, Ferox, entwined as witch and familiar, reveled in tormenting travelers passing near her lair. But, recently, Alma has favored her newly created mist golem more. Although Ferox has enjoyed the power of their bond, she now believes the magical connection is no longer worth this jealousy. The cat, Ferox, has been searching for a way to punish her mistress or remove the golem. Adventure hooks provided. Published by Wicked Cool Games
Ambushed on the road by goblinoids and then follow them to their lair in an old, abandoned hunting lodge in a forest. This is a short adventure that can be played in a session. The Goblins’ Gambit is perfect for situations where the party suddenly decides to go completely off the rails and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. This adventure can be used in three different ways - The starting adventure - This is a great adventure to start a new campaign with. A good option to use for a brand new group of players A random encounter - This is perfect for use for a random encounter along the road A retrieval mission - This adventure can also be used as a low level mission from a patron What is included? The adventure pdf DM's map of two different locations Two high resolution (8192x6144) maps for an abandoned hunting lodge and a roadside encounter (grid and gridless), which can be printed out as a tabletop map to play on.
You have few complaints this night as you rest in the common room of the Crooked Crow Inn. While winter has passed, the night air carries enough of a chill to make any hearth a welcome sight. The village of Havehollow is typical for this part of the realm. Livelihoods made from farming and livestock with a few merchants and the Inn catering to travelers along the kingsroad. Good folk who know that hard work is what's needed to make it through harsh times. As you finish your meal you notice a fellow traveler, a rave haired woman, walk to the front of the common room with lyre in hand. She plucks a few practice cords then breaks into song. Seasons come and go Moons wax and wane Time seems so slow To the spirits of Havehollow... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I am not the original creator! The original can be found here: http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1011 As a note, for Astabar himself I found he was an underwhelming boss for 1st level characters, reccomend making him have Flesh Golem stats Published by One-Shot RPG
Set in the hamlet of Stillroot, players arrive seeking rest and find rot. The townsfolk are kind. The inn is warm. And the bodies are already being used. This issue includes: Detailed hamlet with keyed locations designed to fit into any campaign An inhuman antagonist that puppets the dead with shadow-tendrils Simple mechanics and maps for tracking how shadows spread 24 pages. Easy to drop into any ongoing game, just tell your players they’ve finally found a place to rest.
Terror roams the dark and brambled paths of the Kryptwood. A pack of giant spectral hounds rule the night, savaging those foolish enough to brave the forest. The villagers of Hendenburgh cower in the shadows of the ancient boughs as each morning heralds a newly savaged corpse. Explore the ancient paths of the Kryptwood in a 25-hex hexcrawl. Discover the mysterious Tyrant's Tomb. Negotiate, serve or betray the factions of the Kryptwood (a ghostly despot, a gang of highwaymen with excellent PR, a horrifying witch coven, and the eccentric inhabitants of Hendenburgh). Fight new monsters such as owlboars, kryptwood hounds and ghostly tyrants. Hounds of Hendenburgh is designed for use with Cairn by Yochai Gal but compatible with other OSR systems. If using OSRIC, OSE or other OSR rulesets then the adventure is best suited to low-level parties (1-3). Reviews Hounds of Hendenburgh is an adventure brimming with potential energy, like a domino run—any prodding by the players is sure to set off a chain reaction, but where any individual piece will end up is anyone’s guess . . . For me, Hounds of Hendenburgh is a major highlight of A Town, A Forest, A Dungeon. I’m eager to bring it to the table, and I expect it’s the sort of adventure that will reward referees who run it multiple times. - Dododecahedron Blog This 22 page adventure presents a delightful little romp through a colourful town, a dreadful forest, and a small haunted dungeon/crypt. Would that everything I reviewed were at least this good. A credit to county Donegal! - Bryce Lynch (tenfootpole.org)
A small local area with ten locations and a big wizard dungeon with 19 rooms. The module is based around some rules lite system exclusive to the module, but for obvious reasons can be run in the system of your choice with little modification. (Some best guess approximations have been made for the creatures for search optimization.) Official description: "This adventure is a work of PARODY based on “Caverns of Draconis,” featured in Season 2, Episode 14 of NBC's TV series, “Community.” THIS IS NOT A TSR PRODUCT. This product was made in accordance with Wizards of the Coast's OGL Version 1.0a. The following game and adventure have been designed to reimagine what the fictional module featured in the episode might look like. This rules-lite RPG is meant to serve as an introduction for newcomers and fans of the show alike. The game can be played with 2-9 players and has everything you need to get started except for dice. "
The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!
Andrew Engelbrite's gripping tale of intrigue and honor takes the adventurers from a chance encounter with a kindly elder matron in Hofuku Prefecture, across the sea to the polluted islands of Uragi Prefecture, and into a deathtrap of enslaved water folk under the control of madman! What you'll find in Honorable Wills: Kittiyona and Ikkitongaku: Details for 2 of Soburin's capital cities (including full page maps) 18 new monsters and NPCs ranging from the heirs Torimu to the mythical umibōzu sea monster Cosmetic Augments: A new type of invasive technological enhancement and the Bioartist Monastic Tradition Torimu Keep: A 20 page, 3 level, fully-mapped dungeon An epic module that will end with the PCs reaching 11th level! Published by Storm Bunny Studios