Haunted House Fun House Dungeon. Tegel Manor, a great manor-fortress on the seacoast, is rumored to be left over from ancient days when a charm was placed over it protecting it from most of the ravages of time and human occupation. The hereditary owners, whos family name is Rump, have been amiss in their traditional duty of providing protection for the market village to the west. Some have said tha this failing and their bizarre eccentricities have led to their corruption. Many have found the manor and area to be a dangerous place to visit! A huge haunted house with a 17"x22" Judges map and a 11"x17 Players map, printed on both sides, brown on high-quality tan stock. Each map has the manor printed on one side and the surrounding wildernes on the other. Enclosed in the product is a 32-page booklet with room and monster descriptions. Over 240 rooms and chambers include a hall of magic portraits and four secret dungeon levels beneatht the manor. The booklet also has tables to create magic statues, ghostly encounters, resurrection results, and more. Tegal Manor has always been one of our more popular playing aids, and has been a lot of fun for Judges and players all over the country. This is an officially approved playing aid for use with D&D. This edition was published by Gamescience.
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a tunnel complex full of dragons trying to eat each other, - a desert palace of sorcerous mummies trying to restore life to the wasteland, and - an ancient cathedral where zealots of Chaos try to summon unspeakable terrors from beyond the stars. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 7, 8, and 9. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for mid-level characters Level 7-9 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
A Gritty OSR Fantasy Setting by Travis Legge The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords! The party are traveling west through the Untamed Gauntlet, on their way to somewhere else and using a stream to guide their steps. They step out from under the eaves of the forest to spy looming before them a cliff, a tall wall of stone which stretches away to either side as far as they can see. A waterfall cascades onto sharp rocks into a pool from which pours the stream they were following. The sheer cliff is easily 100 feet high, and too wet and slick to climb safely, though it can be tried. Atop the cliff is a bare stone hill which looks like it was at one time worked by intelligent hands; a look-out post of sorts has been carved into its southernmost peak. The map says it’s called “Wyvernseeker Rock,” but it doesn’t say why. The hill appears deserted. A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right? Published by Aegis Studios
Bitter Feast is a 5e-compatible adventure for 20th-level characters. It focuses on role-playing and storytelling. The heroes are invited to the hall of King Kark to celebrate the Winter Solstice and, secretly, the winter of his own life. The journey there is set on a ship in a frigid ocean where the party can fill the space with tales of their past adventures, from times when their power was not so great. Suddenly they find themselves beset by a Kraken, smashing their boat and threatening their lives before skulking back into the deep. It is in this state that they meet the first guest of King Kark, Ardur Albain and his eleven knights.
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.
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM
A mysterious broker comes to you with an offer: bring this box from Point to Point B, ask no questions, and you'll be rewarded. Do you take the gig? And when do you start wondering what's in the box? Kelestren's Couriers is the first in a series of science fantasy adventures for Draw Steel, introducing the original Gods of Futurity campaign setting. It is intended for a party of four Level 1 heroes, and can also be used as a one-shot, convention scenario, or an intro to your own Draw Steel campaign. Also included: a bonus setting primer! Complete with additional details on ancestries, classes and kits, plus an overview of Gods of Futurity to help with character creation. What You Get: - The complete adventure PDF of Kelestren's Couriers - Two original VTT maps - Five original art pieces for the Oculus of Tiza'ree, to help answer "what's in the box?" - Gods of Futurity Setting Primer - a bonus PDF with more details on Gods of Futurity, to help with character creation
"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media
Short, ready-to-play scenario. "The Moment of Truth" has been written as a short adventure, but would work best if integrated into a current campaign. The events described should be used in the order in which they are presented, but DMs should intersperse them with events from their own campaigns. The locations of each event have been left deliberately vague, since it is intended that DMs should run them at any convenient point within the context of a long-term adventure.
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press
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...
The Therayle farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land. But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. More than two centuries ago, a red wizard by the name of Houn made a discovery that shook the foundations of magic on Toril. Yet, due to a considerable amount of effort on his part, it never saw the light of day. The exact nature of this discovery is unknown but it involves the location of the skeletal fragments of an ancient being. The weave, which governs all magic on Toril, reacts strangely to the fragments. More information existed before Houn destroyed his research and fled Thay. His current whereabouts are unknown but many of his peers have attempted to track him down and steal his research for themselves.
Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press
The Saint's Tomb is a single-player gamebook-style adventure that is playable in your browser. You make a 1st level character sheet, roll your own dice (though 2 of each are supplied in-browser), keep up with your inventory, spells, and HP, and click on options as you make decisions. It was written to help new players learn the game, but it should be fun for experienced players too. In the game, you'll investigate a mysterious figure who has a suspicious interest in the tomb of a dead priest. You'll battle the undead, figure out problems and roll the dice to save your city! The Saint's Tomb is free, though you can leave a tip if you're able by clicking "Support this Game". A Spanish translation is available as "La Cripta Sagrada"
A D&D 5e adventure set inside Shakespeares’ Romeo& Juliette. Enter Verona and Investigate what caused the Capulet mansion to sink underground and become a cursed hellscape Play as your characters or use the pre-generated characters (including Mercutio the tiefling warlock, Rosalind the elven wizard, Balthasar the halfling rogue, and more). You don’t need to know Shakespeares’ Romeo and Juliette to enjoy this dungeon dive but it helps :-) This product includes: The Adventure Printer-friendly character sheets A high Res map for VTT
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.
The heroes find themselves on a road recently beset by bandits. As they stop to rest for the night near the ruins of an old fort, the truth behind the bandit attacks is revealed: War Dogs. The heroes must fend off the attack before figuring out how to stop the body bandits once and for all. This product contains: - A short adventure for a 1st-level party. - A drop-in, little-prep adventure for any campaign. - 2 combat encounters - 1 negotiation - A 5 room dungeon - Cartography from Dyson Logos with starting positions for encounters. - Written for 5 heroes, with scaling for as little as 3 and as many as 6.
In this adventure the heroes must brave the perils of the Innenotdar, whose trees and other vegetation has burned with an undying flame for 40 years. They do this to throw off the dogged pursuit of the Ragesian Empire, who seek to stop them from delivering information crucial to the war effort. Along the way the heroes will face monsters that have been afflicted with this undying flame, a demon that has made a contract with the Ragesian Empire, and potentially solve the mystery surrounding this burning forest. This is the second adventure of the War of the Burning Sky adventure path from E.N. Publishing.
"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.