Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67
100 Rounds is a Roleplaying adventure for the world's most famous RPG, is it designed for 4-6 characters levels 4-6, and takes up to 100 initiative rounds to run. *** You’ve been hired as additional security for this special city counselors meeting or whatever... easiest gold you’ll probably earn in your life. You settle into a cozy room next to city hall and get some shut-eye. A while later one of the guards burst into the room screaming. A goblin horde started attacking city hall from all sides, the building is about to collapse and three of the counselors are still stuck inside the building. You get out and run toward the entrance to the burning building. Guess you’ll have to earn that gold the hard way. *** This adventure includes: * 7 New types of Goblins including the Goblin Worg Shaman, the Goblin Assassin, the Goblin Fearmonger, the Goblin Wereworg, and more. * Over 20 encounters all fully stat and including a "tactics" section * A large battle map designed by Christian Zeuch (including a high res 8k map) * Interesting NPCs * Pre-generated player characters so you could start playing right away
When the Purple Planet began its slow decline, factions arose to vie for the final resources of the dying world. In the days of the Last Wars, the Ascendant Masters used their knowledge of cybernetics and genetic engineering to create increasingly powerful and grotesque biological weapons. One such weapon was Sotark the Destroyer of the long lost House Memniscene. Damaged and placed in a cryogenic regeneration capsule, Sotark has slept away the ages while the House above him eroded away under the weirdling sun. Over time, the capsule has failed, but still Sotark sleeps on, diminished, but not destroyed.
Nothing stirs in St. Anton. Through the alleys and streets, along castle walls, the town lies in a dreamlike lull. Moonlight shines upon the cobblestone paths winding lazily up and down the small hills. Sagging balconies and arching trees bow idly over the quiet streets. Evils is Afoot The Baron has descended into insanity, an eldritch creature stalks the streets, and clouds of despair gather over the townspeople. St. Anton needs brave heroes to unravel its mystery, and restore her fire.
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!
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
Designed for a party of five characters of at least 9th level, this adventure will challenge players seeking a powerful magic item of the GM’s choosing. A sphere of annihilation has been provided and is woven into several elements of the adventure, but any appropriately powerful item can be substituted if something else suits your campaign better. Though the adventure is designed to test every type of character class, a rogue who can deal with traps is essential, as is a wizard or sorcerer of at least 9th level. Larger groups will have an easier time; parties of four or fewer characters will be in for a very bad time unless you mitigate some of the tower’s more lethal traps and encounters. This adventure culminates in an encounter with devils and a sphere of annihilation. The sphere of annihilation is hidden deep within the tower-and-dungeon complex of Crane the Sorcerer. Originally set atop a high mountain in a secluded and wild part of the world, the tower and dungeon can be relocated to meet the situation in your campign. Crane, an introvert, stayed as far away from civilization as possible, as is detailed below. The tower above the dungeon doesn’t present many difficulties for a group of powerful characters or alert players. It might lull PCs into a false sense of security before they enter the areas where they’ll really be put to the test.
Built high on cliffs overlooking the confluence of two rivers, Gurthap Keep was a bastion of strength and a haven for the Cult of the Red God. Here, priests of old sacrificed over the tomb of long dead Kha M Thir, honoring him for his long service to the Red God. They added bastions to the keep, walls, a temple and barracks. From there they terrorized the surrounding country, raiding the villages of Alice, Greenbriar and Ends Meet until at last the rangers gathered against the Cult and overthrew it. They drove them from their walls and those they did not slay, fled into the Darkenfold to the south. The castle has sat thus ever since, a grim testament to the gods of the old world. The forest has consumed it and only the memories of men keep it alive. But within its abandoned walls lie the shadows of yesteryear. For the tomb of Kah M Thir was never found and the secrets of the priests of the Red God never fully revealed.
A new adventure based in Ravnica featuring one of the best guilds: IZZET LEAGUE! Congratulations! You’ve won an exclusive tour of Dr. Skulldial’s elemental lab as part of an Izzet League PR event. Unfortunately, she's fazed out of reality currently. As you venture forth solving puzzles to get further inside the mansion and laboratory, events unfold leading you to believe your missing host is missing for a particular reason.
A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.
A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.
The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.
The Bunker transports the party from their starting hex to a destination 2 hexes away. It can be placed anywhere on the Purple Planet map that does not already contain a numbered encounter. It could be hidden beneath the fecund growth of the mushroom forests, lost in the broken lands, amid the Ancestor Peaks, or uncovered by a sand storm in the wastes.
A short adventure for the Midnight campaign setting from Fantasy Flight Games. An important resistance member has been captured by the Shadow, and the adventurers are called upon to ensure--through any means necessary--that the information he knows is not passed on to the enemy.
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
Revenge of the Pale Master plunges the adventurers into the rusted heart of the industrial city of Kizaki on the eve of a great evil’s reawakening. At its heart lies a mystery, and GMs running this module are encouraged to build tension and an aura of danger as the PCs uncover the secret history that casts a long shadow upon the future of this settlement in Gekido Prefecture. Part of the adventure’s tension is based upon the ticking clock—the party arrives as night falls on the eve before the Festival of Falling Hawks, giving them less than 24 hours to uncover the truth and take action against those they believe to be the villains of the story. What's inside Revenge of the Pale Master: The story of the Pale Master and his most recent machinations in the eastern fantasy noir steampunk lands of Soburin The continental map of Soburin by Michael McCarthy Information about Gekido Prefecture where the adventure takes place Rules for the dangerous Mists of Akuma and the new misted condition, as well as the Haitoku and Dignity attributes Dozens of NPCs and oni that play a part in the adventure (as well as several that don't so the GM can insert their own stories and subplots) Lots and lots of maps: the city of Kizaki, the Oyami Tea House, Graveyard of the Damned, and more
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
The Eaves of Mirkwood: a 32-page adventure that makes a perfect introduction to Adventures in Middle-earth for new players, or a handy episode to drop into your existing campaign. The Company finds themselves setting out from Woodmen-town to travel through the Eaves of Mirkwood towards Lake-town. When the Journey goes awry they must draw swords in aid of a village beleaguered by the dreaded Greymuzzle Hob. Using cut down rules and offering lots of advice, Eaves of Mirkwood is a great starting point for your Adventures in Middle-earth. Published by Cubicle 7 Entertainment.
BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.
On the Purple Planet, amid the frosted Ancestor Peaks, the adventurers have encountered a small pyramid thrusting skyward from the bottom of a ravine. This is the Tomb of Dust, one of the ancient cairns found throughout the area. Here, the PCs find deadly puzzles, encounter the Moth Mother and her hungry brood, and face the tests of Anh-Tho the Learned, a forgotten scholar of a bygone age. If they manage to thwart these dangers they gain access to Anh-Tho’s Archive, a perilous repository of potent lore!