A beautiful face hides treachery and deceit. Treachery, betrayal, and a flower of ice. Samurai Steel is an AD&D® game Oriental Adventures module. Any Oriental PC race or class is suitable, though at least one ninja or yakuze should be included. Gaijin PCs are not recommended. This adventure is compatible with the campaign setting in OA1, Swords of the Daimyo. Pgs. 37-47
Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.
A deadly rumble in the jungle. The wicked Leopard Men might have loads of treasure - but no one has ever met one and lived to talk about it. The Leopard Men are a tribal cult in the jungle who worship the wicked leopard god. They stalk at night looking for suitable sacrifices to their god. A merchant asks the PCs to destroy the Leopard Men to improve his trade agreements with other jungle tribes. Their reward for doing so is all the accumulated wealth of this tribe. The party will investigate the cult by travelling through several tribal villages. The cult members are hidden in these villages, watching for future sacrifice victims. The adventure ends with a battle with the leader of the Leopard Men and a spirit of the leopard god that is summoned. Pgs. 13-27
The Corruption of Alder Glen" is a folk horror adventure that takes place in a small, close-knit town with a strange relationship to their trees. Characters have the chance to get to know the town and its inhabitants while they unravel the mystery of the gravedirt alder and decide how best to save the townsfolk — and themselves. This 5th edition compatible adventure was written for a party of four to six 4th level characters. By the end of the adventure, characters should reach 6th level. The adventure sees the characters pass through the modest town of Alder Glen and witness a bizarre wild animal attack. When they are asked to get to the bottom of these escalating attacks, they uncover a centuries-old bargain with the creatures of the wood. The widow Blanche, Lady of Alder Glen, and her daughter Ingrid disagree on how best to protect the people in their charge. As the wood encroaches, they’re running out of time to decide.
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!
Constant attacks have been carried out in the forest region near Holyrock. The small town of Taveiro Village was raided by a group of Goblins that are plundering the agricultural region near the city. There is suspicion that there is a lair of these beings near the village, but so far, no one has been able to find the place. The mayor of the city is hiring adventurers to discover and eliminate this band of Goblins. It offers a big reward, in addition to allowing the booty found with these beings to own the heroes. Are you ready for the challenge? ” Goblins Lair is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the basic BX books or the old D&D books. Have Fun! Published by Voxelhouse
The Final Installment of the Tiddy Mun Trilogy Warning: This adventure is not for the most hardcore of grimdark enjoyers. Do NOT play this adventure if you do not like: Happiness, Joy, Fun, Dancing, Mischief, Maybe a little bit of mayhem, general naughtiness In the third and final installment of the Fennebog trilogy of adventures, the characters will have to brave the land of Fennebog once again. They must defeat violent darklings, negotiate with manipulative pixies and most importantly, meet the demands of a melodramatic archfey. The village of Berribury is in trouble. The characters must deliver an object called the Stranger Stone to the village so they archfey Tiddy Mun can perform a ritual to reverse the flood. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. CONTENT WARNING: Flooding, Manipulation, Deceit, Denial, Entrapment, Alcohol
The Baronies of Erlkazar, once a prosperous region of pastoral tranquility, is now a land of nightmares and dread. Bandit armies plague the region, terrorizing the populace and surrounding countries of Calimshan, Tethyr, Amn, and Turmish. Though these threats are terrifying enough, it is nothing compared to what awaits the people of Erlkazar at night. In caves, tombs, and subterranean communities beneath the seemingly pastoral villages of Erlkazar live the secretive Night Barony. Ruled by the vampire Saestra and her legions of darkness, these monstrous denizens of the Five Baronies are the real power in the region. The country’s only hope of liberation is you.
The nefarious master wrestler Dib, the goblin, is "terrorizing" the streets of the town (or city). Since his defeat in his roadside fortress, the would-be chieftain has plotted his revenge. Gathering to him a new batch of dim minions, Dib has transformed a stolen merchant wagon into a machine of war. The wagon is powered by several goblins inside who, while devoted to Dib, lack the strength to pedal the thing quickly or consistently. Dib's plan to wreak a path of havoc through the streets has resulted in something a bit more disappointing. In this light-hearted and quirky adventure for four first- or second-level PCs, the party must confront the war wagon, gain entry to it, and defeat its defenders—the lives of several potted plants and a few market stalls depend on it!
A collection of five one-shot adventures for Cairn! Imperial Vault 19 A grieving widow in the forest begs you to save her baby. A hedge witch has taken the infant down into an old imperial vault where she uses the child’s Chaos tears in alchemical potions. And who knows what old treasures might still be hidden in the vault? Unless it’s not that kind of vault… Barrow of the Blood Baron Face off against vampire bats, vampire thralls, and a vampire noble, as well as a few other creatures that have clawed their way into this once-armored vault. Discover works of art, exotic wines, enchanted clothing, and filthy weapons. Negotiate with the guards and intruders alike, using clever words or whatever stake-like objects are close at hand! Tomb of the Tin Templar Encounter electric jellyfish, tinker gnomes, and the rusted corpse of the noble Sir Tristan, as well as a few other creatures that have drifted into this marvelous mechanical vault. Discover windup toys, clockwork companions, and baffling devices. Negotiate with the guards and intruders alike, using clever words or whatever rusty objects are close at hand! Priory of the Primate Priest Defy root trolls, monkey monks, and a beguiling dryad, as well as a few other creatures that have found their way into this marvelous living vault. Discover magical armor, haunted skulls, and the bonest of the apes' victims. Negotiate with the guards and intruders alike, using clever words or whatever living objects are close at hand! Fane of the Fey Fellmonger Match wits with guild goblins, pixies, and a living skin suit, as well as a few other creatures that have spirited their way into this disturbing leathery vault. Discover arcane clothing, deadly sewing tools, and a fey lord who isn't entire dead yet. Negotiate with the guards and intruders alike, using clever words or whatever sewing objects are close at hand! New PC Background: The Dungeoneer! In addition to some unusual delving gear, select one of 10 unfortunate results of a recent delve-gone-wrong, as well as one of 13 helpful boons or tools from a recent delve-gone-right.
FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.
A pall hangs over the frontier town of Wellspring, casting this once-vibrant place into corruption and death. Strange people stalk the streets and unexplained murders occur each night. Nagging fears that more horrors will spill forth from the Kadagast Mountains instill a pervasive paranoia within the townsfolk. Suspicious people watch their neighbors, and temple attendance has never been higher. Folk keep to themselves, hiding in their homes. They avoid darkened streets, lock their doors when night falls, and shutter their windows to close out the screams and shouts echoing in the dark. If the grim threats pressing the town are not stopped, the fl ame of Wellspring might very well flicker out.
Impossible Experiments is a series of adventures, each spanning 1-2 levels. Each volume can be run individually or combined into an ongoing series. This volume establishes the premise of this series… When the wizard-king Nex retreated into his Refuge over 4,000 years ago, speculation ran rampant as to what he would do in this space. At first, many assumed that he was restrategizing for the war with Geb, but as the decades and centuries ground on, wilder hypotheses were offered. One explanation claimed that Nex was experimenting to develop a new generation of magical warriors, spies, and minions whose presence would overwhelmingly tip the scales of war against Geb, and likely other nations to follow. In recent years, the gates to the Refuge of Nex have opened, and strange creatures have emerged. Indeed, these creatures are prototypes that Nex is evaluating. Near the iruxi-founded town of Gitna, one of Nex’s first prototypes has emerged and begun to claim victims. The guard has been raised in Gitna, and the heroes are now called to fulfill their oath to defend the town by helping one of its behir guardians, recently injured in his own fight... This adventure includes two archetypes, a versatile heritage, backgrounds, and items you can offer to your players to make this adventure your own!
Dutch "Boss" Tillinghast, leader of the Sea Lord's Guard, is as corrupt as he is powerful. When his disloyal and understaffed Guard fail to capture a magic-using thief, Tillinghast turns to mercenaries--i.e., the PCs. "Thieves and Liars" is a short "interlude" adventure designed to be played between Terror in Freeport and Madness in Freeport.
Something is killing the children of Weeping Hollow. Two chidren have already succumbed to a terrible curse, and now another has fallen ill. This tiny village is ready to tear itself apart; can the party discover the source of this evil before good people do something terrible? What are the children themselves hiding? A 6-hour adventure for levels 5-10 The adventure features focus on roleplay and story elements, with themes of mystery and horror. Scaled encounters for parties from 5th to 10th level. An evil tome, a magic item to wound or hex your foes--with a terrible unknown risk.
The Harvest Festival has come to Concord, but with it comes danger - a bulette and its calves are here, too, and the storm is coming! Published by Loot The Room
With the approaching winter, cold winds and long nights, the people of North get excited about its centuries-long tradition: the visit of Mage Nicholai Klaus Noah, the bearer of good fortunes and gift-giver. However, for the first time in over century, Nicholai is late! At first, the people didn't bother, but as days and nights passed, rumors increased until it finally evolved to a complete despair as numerous children started disappearing from all over the place! The council has decided to find those children and learn what happened to the beloved Mage. And they are willing to pay a considerable reward for that.
An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously. The locals suspect foul play, and the foulest player they know is a bugbear named Relgore -- the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?
The local nobles of the region have sent word to your group requesting a meeting. Later that day you find the Black Raven roadside tavern and are met at the door. After being escorted to a back room which has seen its share of shady dealings you are propositioned with an offer to investigate and depose a set of local nobles who are brothers. Rumor has it that the Ironrod brothers, who have been overtaxing the citizens, have now employed humanoids as guards. This is forbidden and if true, the brothers need to be brought to justice immediately!