Equinis Edwards, a cursed talking horse, has run afoul of a forest witch. He requires the aid of adventurers to convince the witch to reverse his curse and restore him to his original state, a unicorn! This adventure is: - setting agnostic - designed with combat-optional scenarios for younger players - all conflicts can be resolved with roleplay and creative thinking - written for a party of 2-3 adventurers of very low level (level 0-2 ) - easily scaled for small or large parties
When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.
Three dungeons in one! The party is given a "dimension shifting device" and sets out to explore a 15-area cave, simultaneously occupied by the DEMON CORSAIRS, the remnants of an ASTEROID MINING OPERATION, and the MONASTERY OF TRANQUILITY & TRANSCENDENCE! The three dungeons are presented in three columns, so when the characters shift from one dimension into another, it's easy to find the corresponding area description. For use with old-school or OSR RPG systems. Recommended for character levels 3-4. Published by Eldritch Fields.
Revenants are terrifying. They are powerful and undeterred by magical concealment; if they are slain, their tortured spirits merely seek out new bodies to continue the hunt for their killers. Their only weakness is a ticking timer: they have one year to exact their revenge before their spirits fade from this world. But not Gorm. Gorm has no time limit. Gorm will pursue its target to the ends of the earth, taking new bodies as it goes, in pursuit of its ultimate goal: the utter eradication of its killer’s entire bloodline. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 15 pages (pg 94-109). Published by 2CGaming
Long ago, a powerful lich threatened the kingdom and was destroyed by mighty heroes. Though its phylactery could not be found, a powerful curse was laid upon the lich, trapping it inside its phylactery. This fading magic can’t hold the creature muchlonger, so the PCs must enter the phylactery itself in order to destroy the lich before it escapes back into the world. Pgs. 144-149
Just Add Water is a sewer-based dungeon crawl that can be easily inserted into any adventure. All you need is a location with a sewer system and a reason for the party to explore it.
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
This quest is for a party whose members all perished in the same encounter. The loss of an entire party is hard to recover from and often spells the end of an adventure. However, with the assistance of the enigmatic Raven Queen, the party’s tale might not be over just yet. The characters must wander through the Fortress of Memories; confront their pasts, present selves, and possible futures to return to life. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
𝐓𝐡𝐞 𝐟𝐢𝐫𝐬𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The PCs have escorted a trade caravan to the dwarven stronghold of Nirzumbil and are preparing for a boring trip home. But what is that sound of horns in the distance? And why are the dwarves closing the front gates to the mines? This is an adventure for 2nd level PCs. It is the first in a series of adventures detailing on orc uprising against the dwarves with sinister implications. Includes a 5th edition write up of the Dread Warrior, an undead that previously appeared in Monsters of Faerun.
Content in English / Contenido en Español Mini Hex is Hex Crawl that can be played in one session, its ideal to show your players what a hex crawl is about. It may serve simple purposes as finding some rare flowers in the forest, the location of a ritual in the city or the cave with the treasure in the hills. This module contains: 3 scenarios. 18 combat encounters for levels 4, 7 and 11 characters. 30 obstacles encounter of varying difficulty. More than 100 traps variations. Aids for easy setup. Area and battle maps. A couple of interesting mechanics to make your game feel fresh. Mini Hex es Hex Crawl que se puede jugar en una sesión, es ideal para mostrar a tus jugadores de qué se trata un rastreo hexadecimal. Puede tener propósitos simples como encontrar algunas flores raras en el bosque, la ubicación de un ritual en la ciudad o la cueva con el tesoro en las colinas. Este módulo contiene: 3 escenarios. 18 encuentros de combate para personajes de nivel 4, 7 y 11. 30 obstáculos ambientales de diversa dificultad. Más de 100 variaciones de trampas. Ayudas para prepara rápido y fácil una partida. Área y mapas de batalla. Un par de mecánicas interesantes para que tu juego se sienta fresco.
Smuggler’s Den takes your group of adventurers above and below the city of Phoenix! After seeing wanted posters aka employment opportunities, you begin to sift around the marketplace for information (and deals). After finding a hint or two you go into the sewers below town to find a group of smugglers that will increase your fame and the size of your coin purses!
Bandits have been preying on the caravan trade of late, and the number of burglaries and kidnappings is on the rise. Such events might not seem all that unusual, except for the bandits' calling card -- webbing! Can the PCs penetrate the bandit lair and slay the leader before any more locals vanish?
Ten thousand flawless killers surround the city. Utterly silent in battle and in death, they seem unconquerable. They mean to choke the life out of the age-old city and leave it an empty ruin. The city calls upon its heroes to defeat this unnatural menace. The heroes gather to ponder the question: how do you defeat an impregnable foe? And then a wizard from a far-off world whisks the heroes away to fight battle of a very different sort, leaving them with a strange neon pink glow around their eyes… Note: This adventure can be used setting neutral or as a means to enter the "Purple Planet" DCC setting.
On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
A flock of kenku bandits have discovered the ruined remains of a temple site, and have used it as their hideout while they raid unsuspecting travelers on nearby roads. It's up to the PCs to clear their nest, recover stolen goods, and rescue their hostages. Will the players be bested by these dirty birds? Or will they have the bandits eating crow?
You've enhanced your experience and with that comes training. You found a suitable teacher and have been quite studious and are ready to move on. As the instructor gives you leave, bad new strikes in the form of his sickened wife. You quickly learn that a rare herb known as Unicorn's Mane is required. As repayment, you set out to gather the item to save your friend's spouse. This adventure setting was designed for 5th Edition AD&D for the Filbar Campaign, but is easily adaptable to most any game and system. This scenario is a true solo meaning you don’t need a DM to officiate. It is suggested that a 4th level be used for “meatier” characters or 5th for those of less daunting stats. Don’t forget to follow us on Twitter @FilbarRPG for notices and updates as well.
The Boneyard is a 3- to 4-hour adventure for characters levels 1st to 4th. It features a flavorful setting, memorable roleplaying, oddball and depraved NPCs, interwoven storylines, and macabre combat encounters! The adventure also includes 3 new NPC stat blocks. When darkness falls and the iron gates close behind you, the dead come out to play!
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.
A terrible plague has swept through the city of Cairdus, and despite the local clergy’s best efforts, they have been unable to control the spread of the disease. Even those who seem cured often contract the disease again. The only thing that is making any headway are the special blessings given by the powerful Baron Velstaf, but he only grants these blessings for a price that few can afford. The Star of Olindor is an adventure designed for 7th-level rogue, or other character of similar abilities. The obstacles in the adventure are set up to encourage the use of stealth and trickery, and many rely on classic rogue skills. The adventure takes place in the city of Cairdus, the details of which have been intentionally left imprecise, so that it can be easily slipped into an existing campaign, or better yet the adventure can be altered to take place in any existing city. Part 1 of the Olindor Trilogy.