God of Ore is a 3rd-level adventure that takes the characters from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be.
The idyllic town of Evershade is about to get a lot less peaceful. Nestled in a small valley near the border of two kingdoms, Evershade is a small but prosperous town. But ranchers have been finding their livestock slaughtered, with no idea what's behind it. What begins as a simple mission to scare off a predator, turns into a race across hills and mountains to prevent agents of evil from destroying a future force for good. Includes A adventure for 4-5 characters of 3rd to 4th level A regional map of the areas surrounding the town of Evershade Descriptions of the town of Evershade and several of the notable NPCs that live there A map of the dragon's lair on a cliff near the sea Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT Published by Goblin Scrawl Games
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
The Tomb of Firkin is a challenging and varied Dungeon Tomb-Raid from Dunromin University Press Designed for 6 to 10 adventurers of 3rd to 5thlevel, this is a Tomb dungeon scenario with a more to it than just Undead. Suitable for any OSR flavour and 1st and 2nd Edition D&D. Thelkor Boghammer and his band of Dwarven murder-hobos opened up the tomb of the Gnomish Firkin family a few months ago. They had a bad time of it and the sole survivor, Tutlin, is drowning his sorrows and desperate to sell the map he made of the tomb to any eager adventurers he comes across. His map contains a clue to a secret way he never realised was there – can any more noble adventurers decipher the clue and find the riches without being slaughtered by the Undead guardians? Or, failing that, could your characters do it? ;-) The Tomb of Firkin is more than just another tomb; hidden in the depths are a humanoid tribe and a secret cult based on geometry. The adventure is 44 pages with quality maps and illustrations to help you visualise the encounters. The style is based on minimal set-up, total carnage, maximum fun - the Tomb of Firkin would also work as SOLO PLAY! SM13 The Tomb of Firkin is available in pdf, softback or hardback Print On Demand at amazing value for such a quality product! But the best quality playing aids at the best possible prices is what we do at Dunromin University Press...
The activities of the party have caused enough chaos to warrant their arrest. With the Felicity Triskelion confiscated, the adventurers await trial at a remote Azorius Arrester Station 13 in Precinct Four. Unfortunately, they are not alone in the holding cells. When a prominent figure of a brutal Gruul clan is also incarcerated, the Gruul lay siege to the Arrester Station. Other parties, interested in the power of the Felicity Triskelion, join the fray in hopes of making off with the relic. When chaos rises in Precinct Four, will the party survive?
557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint, and the choking products of its industrial forges sweep from the majestic harbor to the fey rainforests that dot its knife-toothed mountains. The Unseen Court, the Great Hunt, and the many spirits of the land no longer receive tribute, but they cannot enter these new domains of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this bleak urban labyrinth. Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new era is nigh. But what they cannot foresee, hidden beyond the smog of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist. This tome contains Act One of ZEITGEIST: The Gears of Revolution, a cinematic adventure path designed for experienced Game Masters. These five 'steam and spell' adventures will take your party - members of the Royal Homeland Constabulary - from 1st to 8th level as they solve murders, engage in magical spycraft, and unearth villainous conspiracies. Take a step away from traditional fantasy, and play a part in shaping the coming age!
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.
Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko. It contains: Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker. Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. A slew of new otherwordly monsters. A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up. A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.
You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. Are you powerful enough to keep the mind flayers from enslaving your people once again? You’ll have to race across the planes to find out. A six to eight‐hour adventure for six players.
Goblins have returned to the area of Westgate, seeking an ancient magical item constructed for their foul kind. In their search, the goblins attack an imperial convoy secretly disguised as a merchant’s wagon. The knowledge that goblins are near must be kept quiet from the public, thus a small band of adventurers is required to seek out the creatures and the stolen magic item, deep inside the warrens of the great goblin chief! But the adventure does not end there...
In the deep desert lies the dead city of Yumar, the source of countless bizarre rumors. Was it destroyed by a demonic metal sphere? Did it sink into a pit of acid? Were its people transformed into cursed beasts? Is it ruled by vicious thieves or mad nuns? In fact, the only thing stranger than what happened to Yumar a century ago is what will happen a few days from now... ADVENTURE TYPE: Medium Sandbox City / Ruin DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes a ruined city, shrine, wizard tower, menagerie, several factions, and the surrounding wilderness. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, factions, illustrations, stat blocks, original creatures and treasures, and overview maps. KEYWORDS: city, ruin, celestial, angel, dwarf, dwarves, miner, thief, thieves, cleric, nun, shrine, adamant, adamantine, lycanthropy, mind control, nightmare, mutation, mutant, wizard tower, menagerie, body horror
An adventure in Hyperborea designed for from four to six characters of 6th through 8th level In the far reaches of Hyperborea’s Crab Archipelago lies a small, mountainous island known as Crystal Point. Passing sailors recently have witnessed a crimson glow in Crystal Point’s waters and beams of russet light shining up from its steep cliffs. Too, unusually frequent lightning storms in the area have torn the sky in blinding flashes, shattering the air with their awesome sound. The seedy wharf taverns of Khromarium and elsewhere buzz with these strange tales—some even speculate that Crystal Point may hold the lost treasure of Atlantis! The Lost Treasure of Atlantis takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
After turning himself into a manticore, the self-style wizard-artiste, Mortzengersturm, moved to the crystalline peak of Mount Geegaw to practice his transformation magic without interference. You've been hired to snatch his most prized artifact, the Whim-Wham Stone--or at least some of its eldritch light. A menagerie of magic hybrids, a self-absorbed vampire, more than a few hippogriffs, and of course, the mad manticore himself await! It's like a Rankin-Bass stop motion special--except it could end in a total party kill.
A prison escape for an unlikely group of heroes turns into a race for an ancient relic sought by the Legion of Dusk. Can you brave the unknown and capture the treasure before the enemy does? This Dungeons & Dragons adventure is set on the plane of Ixalan from Magic: The Gathering. It uses 4th-level characters provided with the adventure.
Wise rogues join the government, where their larceny has the cover of “legality” and the cash comes in heaps and piles from deceitful receipts and pocketed procurements rather than in small, bloodstained purses from breaking windows, scaling walls, and risking traps and long-fanged guard dogs. Wise rogues do not, by choice, go up against towering giants armed with clubs larger than the tallest rogue in the guild. Nor do they try to nick treasure from dragons without a group of powerful fellow adventurers behind them, who can hurl mighty spells, hack and hew toe to toe with an angry wyrm, heal the injured, and (when things go as they usually do), resurrect the dead. There are wise rogues, and then there are player characters. Emeralds of Highfang awaits them with open arms, offering special challenges and rewards to rogue characters—but as always, the prospects are much better for a party of adventurers from a variety of classes, with wide skills and experience, and of high level. Some might find that a broad base of experience is not only helpful, but essential for survival.
This self-contained game gives you and your friends the experience of playing the Dungeons & Dragons game in an easy-to-learn format. In this Fast-Play Game, you and your friends take on the imaginary roles in a fantastic tale of mighty heroes, mythical dragons, and powerful magic. This demo version of the game is designed to give you the feel of playing the Dungeons & Dragons game. The full game contains all sorts of options to help you create your own on-going sword and sorcery campaign. We'll tell you more about that at the end of this booklet.
This adventure is more of a classic dungeon crawl, themed around the accidentally terrifying dreamscape of an elven girl trapped in a nightmare of her own making. The dungeon shifts and exits move about as the party explores, making each run through the dungeon a unique experience and allowing for infinite replays of the same adventure.
What’s Included Escape from Mt. Balefor is a self-contained 8-10 hour adventure for three to five 5th level characters. This premium module contains a full three-part story, battle maps, and NPC stat blocks. Your Mission Your party of Wood Elves will start in the mines and have to sneak and backstab their way to freedom. There are a number of chances to choose your path, whether you plan to avoid fighting or want to kill every last High Elf in the mines. There will also be a number of ways to affect the world around you if you choose to continue the story after the party escapes from the mines.
The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions
The Last Point is a prison and outpost of the Corrive Empire, a realm ruled by a cruel green dragon named Lady Corrive. The Corrivians are well known for their hatred of magic users, and their extensive slave trade industry. A forest realm with coasts on three sides and mountains running through the center, Corrive is rich with a variety of resources. However, the rocky northern coast is out of the way of their navy and relies heavily on hired ships to help transport various goods including prisoners and slaves to isolated outposts, training centers, and slave colonies. The northwest coast of Corrive is rocky and many parts of it are elevated, making it isolated from much of the mainland. The Last Point is a recycling center where captives meant for death row who are either deemed “not important enough” to execute publicly or “too disgraceful” to execute publicly are sent to be tortured and then killed. The place seems to operate on sort of a “well, we have too many so some have to go now” policy. The Last Point has no official deadlines for killing.