The Dreaming Caldera involves the players infiltrating a volcano teeming with monsters that are intent on constructing a chaos god. The players must navigate through the hostile environment, disrupt the monstrous activities, and ultimately prevent a catastrophic event. 27 keyed locations Written for the Old-School Essentials (OSE) rule system
Under the gods' vigilant gaze, shadows stir in the depths. A hermit hunter found an alien jewel in the woods. Since then, he began to have dreams about strange "gods" and became obsessed with them. Little did he know, these “old gods” of his are an ancient evil buried deep in the underground that now reign in the forest! 'Hidden Gods of the Woods' is a system-agnostic one-page dungeon about the exploration of a secret cave dominated by bizarre aliens. Hidden beneath an abandoned cottage, players will unveil the story of a human hunter insanely in love with creatures from another world. Play to discover what the hell is going on there!
In the ancient town of Cragwatch, the first harpy reveals that the legend of her origin is a malicious lie. The story goes that she pined for unrequited love, but in truth she was punished for refusing to submit to a god’s will. The harpy cannot reveal this truth alone. The party has been summoned to stop her tale from spreading. Will they discover the true story, or will they help to silence it?
The Siegue of Sâlorium is a lvl 1-3 adventure in a fantasy world for 4-5 players with the characters have to find the origin of the tremendous attacks on Slorium. An adventure with pregenerated characters, suitable to any campaign in a fantasy setting.
Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice… Frozen in Time is a level 1 adventure for any DCC RPG campaign. It also includes new material for judges who want to send their adventurers in a Stone Age setting!
The quest: find a woman's son who has been missing for 10 years. She's only just received a map that may lead to his last known whereabouts. An adventure for characters that features battles, environmental hazards, and roleplaying. The 38-page PDF includes hand-drawn maps, art, stat blocks, and a battle stat tracker. The overall adventure is 15 pages. This adventure has even been test played by four DM's from around the world.
Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109
Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053
A temple once devoted to Solonor Thelandira deep in the elvish lands has been taken over by troglodytes during troubled times. Whilst the heroes of the realm were fighting elsewhere, a dark, abyssal evil was summoned into being. Can the characters purge the evil from the once sacred shrine? Will they be devoured by The Glutton?
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
A 1st-level dungeon crawl heavy on exploration, factions, and sorcerous wonder for Shadowdark RPG! Go below the dripping ruins of Bittermold Keep to hunt for legendary treasures and face off against three competing factions that want to claim the Hideous Halls: the degenerate Bittermold family, the wild halfling Howlers, and the disgruntled mutant catfish. The characters might even encounter the abominable god-ooze, Mugdulblub! Winner of "The Best" rating from tenfootpole.org! View the adventure walkthrough video here: https://www.youtube.com/watch?v=mVJ-t7qMjPo This adventure is part of Cursed Scroll Zine 1: Diablerie! Inside the zine, you'll find cursed knights channeling demonic power, mist-addled forests where witches and warlocks stalk the trees, and crumbling castles housing ancient, eldritch creatures. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Learn more and download the free rules here: https://www.thearcanelibrary.com/pages/shadowdark
Players must prove their worth in this series of trials. Face the minotaur in his own maze, resist the allure of a crafty nymph, put on a show for the crowd as you face down an incubus / succubus duo in the arena, crawl through the muck and sneak past the demons that lie in wait, and finally use all of your creativity to navigate a glass golem through a gauntlet of traps. Another exciting blend of combat and puzzle-solving.
Framed by the Covenant of the Knife and thrown in the notorious Blackmaw Prison, Karl Manderholm awaits his execution at the hands of the deadly assassins’ guild. In order to save him, the PCs must enter Blackmaw in the guise of lowly prisoners and expose the one man who can clear Karl’s name, the Shadowmaster of the Covenant himself. Pgs. 34-50
This strange fruit has an unusual aftertaste. That horrible blue, bug-eyed monster you just fought - was it really an orc? An alchemist hires the party to gather as many moonmelons as possible for his own experiements. This strange fruit causes random mutations in the offspring of those that eat it. Unfortunately, it can only be found in the domain of a strange and mutated orc tribe. Pgs. 24-31
Deep within the blasted desert wastes a mysterious black tower has been sighted. The structure is not marked on any known map and has not been seen in this location by travellers in the region, yet there it stands. The adventurers set out to explore this ancient, isolated tower that appears ripe for the plundering. Within they face a gauntlet of insidious traps and supernatural horrors. The deeper the adventurers delve, the more secrets of the tower’s origins they uncover. The tower’s sinister creator does not rest easy in his arid grave – the adventurers must face him if they are to survive the Tower of Screaming Sands. Also included in “Tower of Screaming Sands”: Five deadly new traps: The Chamber of Ten Thousand Teeth, The God’s Grasp, Chamber of Flooding Sand, Hall of Arcing Blades and Descending Stone Block. A new monster – the scorpion swarm. Rules for whirlwinds, a new magical hazard GM tips for running overland travel.
Off in the forest is an ancient Yuan-ti Temple that many believe to be abandoned. Of course, a temple makes for fine real estate, but wealthy lords don't do the dirty work of clearing out such a place - that is what they pay adventurers to do. Fight through the halls of this ancient temple against all kinds of Yuan-ti enemies, eventually destroying the false god that has taken refuge within its crumbling walls.
As the party relishes in the accolades of their achievements word of a Dragon nearby reaches their ears! Apparently a similar adventuring party stumbled upon the Wyrm by accident and was nearly wiped out. With the townspeople in fear, it is time again for the PCs to step up and perform heroic deeds! I wonder if there will be any pages from the mysterious Codex of Gamber Dauch will be around. With only one more adventure in the quest series the PCs must be getting close!
The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.
Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?
A bizarre journey into the realm of sleep. A casual visit to a living, nightmare theater. The King sends the party to speak to the Oracle, a Titan named Andromicus and ask about the fate of the kingdom. But the titan is asleep and sleeping he draws the heroes into his dream! This very weird adventure imagines the titan is dreaming three different five act plays whose stories intertwine and intermix randomly. The heroes find themselves in a random act of a random play and must "solve" the central tension of the act to put the Titan's mind at ease and move on to the next Act. Once they solved five different acts (which may happen out of order and each be from different stories) they exit the dream and the Titan wakes, allowing the players to ask the Titan Oracle a question. Some acts are short roleplaying encounters, some are full on combat scenarios. While the players can earn experience, and might get some cash, any magic items they find are illusory! A unique adventure with a lot of promise for an open-minded DM. Seems very like a classic Star Trek episode and in fact follows many of the same rules about Gods and Dreams. Pgs. 5-15