In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
This fast-paced action adventure is intended to be played by 4-6 level 1 characters, and it could be completed in a single session. The characters will begin chained to the oars of a pirate ship and as they free themselves and advance through the ship, they will be able to acquire equipment and ally or become enemies with different factions, to finally face the captain, and the Kraken. Content in english and spanish. Published by Victory RPG.
DC-POA-PND-4 Eateat Go Home? (Part 3 of the Strange Case of Erland Forsk) A small girl confides in you that she found a secret friend, and that she needs your help in getting him home. Will you be able to keep him safe while mysterious agents search for him? A Two-Hour Adventure for Tier 2 Characters. Optimized for APL 8. Using the DungeonCraft seed The Littlest Squidling ``` You could be happy here; I could take care of you. I wouldn't let anybody hurt you. We could grow up together, E.T. —Elliott, Movie E.T. ```
The rumors are true! The secret cave of the mystics holds a hoard of treasure vast enough to buy the kingdom seven times over. Gold coins piled as high as snow banks! Gleaming swords and jewel-encrusted wands crackling with arcane energy! Precious gems as large as your fist! The only thing standing between your present circumstances and a life of fabulous wealth is a pesky, slumbering elder god with a penchant for consuming entire worlds, an endless army of vat-grown hybrid monstrosities, a veritable tidal wave of disembodied eyes with awesome powers, giant acid worms, and a curse with the power to rip the still-living eyes from your skull. Do you have the mettle to stare down a god or will your eyes forever adorn the vault of The One Who Watches From Below? The winner of the Mystery Map Adventure Design Competition! In June 2012, Goodman Games sponsored a special adventure design competition. Our Free RPG Day 2012 adventure module included an incomplete adventure map. Readers could complete the map, send in their associated adventure proposal, and compete for a $1,000 contract to write that adventure. A panel of distinguished judges read the flood of proposals, and finally whittled the field down to a handful of contenders. After lengthy debate, a winner was chosen. This adventure is the winner of the Mystery Map Adventure Design Competition. There were many great submissions to the competition, but Jobe Bittman’s stood out above them all. This adventure has a strong Appendix N theme, unique encounters that your players will remember for a long time, many highly visual scenes that will stand out in your players’ minds, and some terrific twists and turns. It also features one of the most creative player handouts you have ever seen. Prepare for a very fun time. We think you’ll enjoy this adventure as much as we did.
Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?
CALLING ALL BEGINNER GMS AND PLAYERS! Prepare to be schooled! Exallizar Preparatory Academy is a place that, for generations, has trained the best and brightest heroes in the land. All of the students are the children of famous heroes, and as one of the fortunate attendees, it is your job to uphold the legacy of excellence attached to your family name. As a student in Exallizar, you will be put through the paces like never before. This first year will see you and three strangers attempting the Gauntlet – a mysterious crucible that will put all of your studies to the test! Also included in “A Learning Time”: The first look at an exciting new miniature campaign setting specifically intended for the basic version of Pathfinder Four new iconic pre-generated PCs for quick and immersive play A classic monster never before seen in the basic version of Pathfinder A grading system to let you know how well you’ve done at the end of the adventure The first chapter of a series of seasonally thematic modules that can be run to completion in 3-6 hours HERO LAB files available for all encounters within the adventure as well as the BASIC Iconics, all playable as PCs!
5e Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. Everything leads towards a central story arc that becomes clearer as the book progresses. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! You have two ways to approach playing this adventure. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual .png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.
When Volothamp Geddarm hires you to recover a missing key, you find yourself wrapped up in a series of murders in Lower Skullport. Can you find the killer before they find you? Part One of the Skullport Shakedown trilogy. A Two- to Four-Hour Adventure for Tier 2 Characters. Optimized For: APL 8
With royalty coming to town, the reopening of the new Rybalka Lodge couldn’t be timelier. Although the place is warm and inviting during the day, it becomes a different place at night. Locals refuse to approach Rybalka Lodge and the owner is fire-fighting rumors of it being haunted. The original lodge burned down just one year ago, possibly by Vikmordere arsonists, and killed the visiting Ambassador Valdritch with his entire retinue. Now with the imminent arrival of a Klavekian Prince on the anniversary of the tragedy has stirred up both memories of the fire and the spirits of those consumed in the flames. Can the party get to the bottom of what is going on before the prince sets foot in town? Will the spirits of those who suffered from the arsonists attack get their revenge? Will the Vikmordere try to instigate another assassination attempt? And who is the mysterious woman occasionally seen in the shadows around the new lodge? Also included in “Haunting at Rybalka Lodge”: The Incorporeal Inquisitor, a new class for your players! Loads of New Magic Items: Capture Crystals, Release Crystal Orbs, Circlet of Destinations, Ring of Light Effects, Illusory Glass New Location: Rybalka Lodge Todd Gamble’s Maps of Awesomeness
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. 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, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
Embroiled in a struggle between two rival merchant houses, the party races to assemble and escort a valuable load of cargo to a commerce-starved city. The loss of the yearly supply ship to a late winter storm places an isolated town in peril. A lone survivor, clinging to a hatch cover and blown hundreds of miles by the tempest, brings the disastrous news. Two premier merchant houses make plans to attempt the overland route. The race is on to get word to the far side of the mountains and assemble a relief caravan to cross back over. The loss of the ship means that any goods that do make it over the hump will yield great profit. The survival of not only of the merchant houses but of the very town itself is dependent on those willing to brave the journey. Monsters, difficult trails, and unscrupulous behavior by the competition stand in the way of success—and profit. Also included in this adventure: A flexible encounter sequence that allows the PCs to chart their own course over the mountains. Rich roleplaying opportunities and skill challenges that impact the party’s final success. Three new magic items including magical engineering equipment from a hidden cache. A new monster—the Salt Worm—that leaves naught but the desiccated husks of its victims behind. Notes on scaling the encounters for parties of six or more.
Hellmaw Island is a place of legend, a hidden fortress protecting the greatest treasures in the world. Rumour says it is guarded by wicked traps, bizarre and terrifying monsters, and maddening enchantments. Our heroes have been tasked with penetrating this mysterious stronghold, and they will find it to be stranger and more dangerous than anything they have encountered before. Assault on Hellmaw Island is a 5th Edition Dungeons & Dragons adventure for characters of levels 5-10. It will take 4-8 hours to complete.
In the kingdom of Minoxia, the dragon Oxitorus rules the people with a disease his breath causes. A rebel approaches you and implores you to investigate a lead he has on a cure. The travel through Minoxia's swamp will be difficult, and you can't trust anyone, as the tyrant's spy network has roots everywhere. What will become of you, even if you succeed?
When a group of archaeologists put out a call for adventurers to help them escort a valuable artefact back to civilization, nobody expects anything out of the ordinary. However, our heroes have more than mere bandits to deal with at Havel’s Cross... Undead monsters roam the night and an ancient artefact stirs within a long forgotten temple. Getting to the bottom of the mystery will require a strong sword-arm and an even stronger stomach.
In this adventure for the Eberron Campaign Setting a group of adventurers travels to the well known but seldom explored thorp of First Tower, 27 miles north of Sharn, the City of Towers. The adventurers must solve a terrible event that happens on the House Orien lightning rail, but then will have some time to relax and have fun in the many events and fun things that happen in the festive town of First tower. In the third act, the adventurers must find a way to fight or negotiate with an orc tribe that claims a section of the land as theirs.
The outpost of Fort Dolor has experienced an unprecedented stretch of peace in recent times. Then nearly the entire garrison disappears on a supposed routine patrol, and the town— still on the frontier— is left nearly defenseless. Can the adventurers dig to the bottom of the mystery at Fort Dolor before they, too, disappear? Pgs. 82-103
This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time. If you are looking to start a new campaign or just experience familiar locations in a new setting, this supplement accommodates. Inside you'll find: Maps: Nine encounter maps Cragmaw Castle rebuilt, including the upper floor, and underground level. Wave Echo Cave before it was tunneled. A very different looking Redbrant Hideout Ruins of a town similar to Phandalin A swamp and muck version of Cragmaw Hideout Plus new magic items, and more Monsters: 37 new creatures Lore Information on a shadowy Yuan-ti empire A new offshoot of the abyssal demonhive A cult using the stoic ways of stone to evade the Raven Queen's watchful eye and pilfering ways. New players vying for control of the Shadowfell Shadowfell Guide: Information on the plane, its inhabitants, and included with this supplement is the best selling Shadowfell Random Encounters appendix. Easter Eggs Hidden throughout the story are references to Lost Mine of Phandelver. Including references to other hard cover books as well.
The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to make your own amazing stories. Heroes' Handbook This 72-page softcover gets you started as a player with a solo adventure, followed by steps to create your own character. As your hero grows you can level them up through 3rd level! Game Master's Handbook This 88-page softcover opens with an adventure to teach you the rules you need as you go. There are also tools for creating your own adventures and plenty of monsters for the heroes to overcome! Accessories The box also includes everything you need to get playing right away: a full set of color-coded polyhedral dice, four pregenerated character sheets, six blank character sheets, four sets of action tokens, rules reference cards to plan and track a character’s turn, a laminated, two-sided Flip-Mat, and over 100 sturdy cardboard pawns with plastic bases to represent your heroes, friends, and foes. All you need to bring is a pencil, a thirst for adventure, and your imagination!
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the characters are allied with the Bleak Cabal of Sigil, and have been sent to retrieve a lost artifact from the trap and puzzle heavy Forgotten Temple in the Outlands.
A noble scion and his retinue from Baldur’s Gate left on an adventure amid much fanfare. That was two weeks ago. Rumours in the taverns suggest only a single soldier returned, bearing grievous wounds and a ransom demand. Is this a simple case of misadventure, or are darker conspiracies afoot? Can you locate and rescue the nobleman, or will you fall victim to the malevolent powers stirring deep within the Temple of the Opal Goddess?