A mad venture across the fourth dimension. Hang onto your helmets in this topsy-turvy dungeon. Be warned that the accidental release of the Evil One (described in the text) could have devestating consequences on the PCs, not to mention the local campaign area. The DM should consider alternatives to the Evil One's powers if they are felt to be too destructive. Pgs. 32-39
Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.
At last- an opportunity to avert the threat to the little town of Saltmarsh! The real enemies have been identified-- evil, cruel creatures, massed in force and viciously organized. Can the brave adventurers thwart this evil and ensure the safety of Saltmarsh? The Final Enemy is the final part in the series of three modules designed and developed in the United Kingdom for beginning adventures with AD&D rules. Its plot follows directly from those of the first two parts (U1 - The Sinister Secrets of Saltmarsh, and Module U2 - Danger at Dunwater.) TSR 9076
"Monument of the Thunderer" is a desert half-dragon lair intended to challenge a party of four 7th-level characters. Near the city state of Makuria, on a small island in the middle of the Green Nuria River, an immense stone sculpture of a dragon watches over the mighty Red Cliffs and the waterfall that pours off them. The monument was built by ancient worshipers of the Mharoti conqueror known as Zulatil the Thunderer, but now serves as a base of operations for a band of sinister thugs who call themselves the Red Cliff Raiders.
When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?
This is the laboratory of High Alchemist Sureves Epans. He led a group of alchemists in research for many years, but recently there was a bit of a mishap. He discovered his wife was cheating on him with one of his employees and while in a drunken stupor trying to create a discreet potion to deal with the two of them, he let loose an infectious plague on the lab which turned all but a lucky few in the facility into shambling husks of their former selves., fused with their own creations as their minds turned to know but one thought - rage. This dungeon has rules to modify all encounters for a group of players levels 4 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to bring a sense of terror and anxiety on your players. I consider this to be the Horror-themed adventure of the module so feel free to add some creepy music and extra details along the way to bring the area to life (or death).
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.
A group of adventurers find themselves drawn to Axeholme, a small, desolate village with a rash of disappearances. An ancient burial mound nearby has been opened, its stone door found shattered, and, if the villagers are to be believed, the disappearances are the work of a wizard’s curse. But things are not always what they seem.
A 5th Edition Fantasy Adventure for 3rd Level Characters The PCs find themselves trapped in a strange labyrinth. They’ve arrived by magical means, and they can’t go back the way they came. They have no idea where this labyrinth is located. As they explore the labyrinth and try to find their way out, they may learn that everything is not as it seems, and the difference between an enemy and an ally can be difficult to discern. Escape is not easy, and a fate worse than death awaits those who fall. Published by Starwalker Studios
This dungeon is a tower inhabited by a goblin tribe, who is performing a ritual to gain the aid of their god. This adventure is perfect for any adventuring group. It pushes adventurers to be more thoughtful about their decisions, especially before and during combat. It is perfect for a one-shot but is meant for a starting dungeon for the players to go from level 1 to level 2.
Constructed into the side of an active volcano or buried deep beneath the ground lies the Temple of Pure Fire. Within its walls is enough flame and lava to make even the hardiest of adventures question their decision to pass through its doors. This temple contains grand constructs that have laid dormant for hundreds of years, but stir from their great slumber when they are needed to defend this former place or worship. Grand forges, lava-fueled smelters, and even an obsidian lava transportation vehicle wait within the walls of this ancient temple.
Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.
Weeds trail the water. The sandbar just off the shore shifts. A reptile rumble, a splash. Now a gaping maw. A roar. Claws splintering wood. The boat capsizes. You are in the river, now. He is the Bachelor: a pale crocodile, as long as five men lying end to end. He swallows hunters, families, trading skiffs. Prospectors fear to go out. Witches mutter. They say he causes landslips. They say he is a god, a curse -- an old, old sin, staining the river. They say he has been killed, before. He is pulling you under. Lorn Song of the Bachelor is a 48-page riverine adventure and dungeon crawl module, inspired by the crocodile stories of Southeast Asia -- particularly Sarawak. It features: Tragedy, a bloody curse, and a love gone very sour Open-ended factional interplay between local villagers, a foreign merchant Company, and a giant supernatural crocodile -- and its motivating spirits Multiple random tables, including: magical fabrics woven by god-possessed craftspersons; trinkets of a now-fallen Monkey Empire; medicinal herbs and animals 19 new creatures, including: mind-controlling catfish; golems made of teeth; a pregnant tiger spirit Wilderness travel up an enchanted river An extraplanar dungeon complex that can change the surrounding environment A morally complex treatment of colonialism, within the framework of an adventure module A giant crocodile who really wants to eat you
The couatl Tlanextic saved the village of Pearlglen from a terrible plague many years ago, and now he has returned. But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? Does the mysterious death of the town's chief warden at the bony hands of skeletons have anything to do with it? Download this new adventure by Skip Williams and give your PCs a bit of detective work to do to find out what's really happening in Pearlglen. The scenario is set in a forested area, and the action takes place in the village of Pearlglen and a nearby, half-ruined temple. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?
In the peaceful village of Auchendale, the local blacksmiths have lost their enchanted forgehammer. Trickery is afoot and soon enough, the adventurers will have to embark on a chase, in a comedy of errors and misfortune. Follow the path of the Forgehammer from a rural village, through the summery farmlands and deep into the forest and its shadowy undergrowth – all in one gameplay session, in a generic setting easily adapted to all manner of worlds. Designed for introducing your group to D&D with a focused 3-4 hour questline. This adventure fits best with a level 3-4 party. Includes hand-drawn illustrations and maps. Published by: Green Bird RPGS
The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives.
Laugher’s Gorge occupies a stretch of the canyon that runs through the local badlands, named for the haunting laughter that occasionally erupts from its depths. When travelers using the road past the gorge become infected with cackle fever, it’s up to the party to find out what’s causing the mysterious laughing sickness. Though they find a pack of gnolls infesting the canyon, it’s no joke when they discover who (or what) is pulling the strings! Laughter and humor are central themes in No Laughing Matter. The players are met with the will of a prankster god, riddles to solve, and may be forced to come up with some jokes of their own. But this isn’t an adventure to take lightly. If the party underestimates Laugher’s Gorge, they may find themselves infected with cackle fever… and there’s nothing funny about that! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.
The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187
Detailed encounter, easily convertible into an adventure. Starts from investigating ambushes on the mountain pass and quickly escalated into a more twisted story about duergars, alhoons, and treasure vaults. Setting-agnostic (classic fantasy - best)