In ancient times, the area now known as the Dyrgalas Fens was home to a flourishing civilization of nature worshippers who wrested a living from the forest around them, built open-air temples, and generally did well. Over the centuries, a series of natural disasters (some say a series of foolish magical experiments) led to a rising water table and turned the forest into a vast swamp. As the water rose, most of the people left. Today, a few stalwart humans remain in the fens, living off the land through hunting, fishing, trapping, and even some agriculture. In addition to these honest folk, the Dyrgalas has some less savory residents, including both black and green dragons, trolls, hags, escaped criminals, and a host of lycanthropes. Most of these creatures prey on travelers foolish or unlucky enough to enter the fen, and sometimes raid both inside and outside the fen. This adventure, intended for characters of levels 6 to 8, deals with one group of raiders who make their lair in the Dyrgalas. A weretiger called Gavriil has formed a group of assorted lycanthropes into a band of cunning brigands. The lycanthropes favorite caper involves infiltrating a merchant caravan while posing as travelers, merchants, or swords for hire, then attacking it from within. Gavriil and his servants also take on kidnappings, murder for hire, and any other unsavory tasks that come their way.
None know from where the Heresiarch first came, but all remember the night that it did. It rode down from the bleeding stars on a great serpent, hurling bolts of obsidian lightning that shattered the monuments and capitols of every nation. Its infernal army swept aside the defenses of the mortal empires in a single hour, decimating legions once thought to be the invincible fist of humanity's god-kings. Faceless priests - each bearing the symbol of the trident - drifted through the fallen cities and scorched villages on a frigid wind, and when they rose to greet the huddled men and women ringed by their festering, bloated dead, they spoke a single, simple offer: worship the Heresiarch or die. Thousands of crusaders fell tonight so that you might be given this chance. In a last stand that, for the first time, united all of the empires of humanity as brothers and sisters, a way was cleared into an infernal stronghold said to contain a gate to the Heresiarch’s fane. All is silent save for the clangor of distant battle. Surrounded by grim-faced knights and teary-eyed peasants – their hands clasped in desperate hope – you step through the glowing, churning doorway, knowing there will be no help and likely no return. Published by Defy Danger and Save Versus Death
Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.
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?
An adventure for the world’s most dangerous role-playing game, Draw Steel! Designed for a group of five 3rd-level heroes. An elementalist’s experimentations have disrupted the chrono-stasis seal on an ancient tomb containing a cadre of time raiders. Freed from their temporal prison, these visitors from the Sea of Stars now gather to plan their revenge—defeat them before they regain their strength! Dive into this adventure inspired by the actual tombs of the Valley of the Kings in Egypt to discover 5 unique treasures, several strange crystalline substances, 2 new kits, and 2 new monsters!
Thief's Challenge is primarily a mystery, a story thick with finger-pointing and double-crosses. It takes a thief to catch a thief in this ONE-ON-ONE™ adventure for one player and the DUNGEON MASTER™. A low- to mid-level character will need sharp wits to bag the Gullwing Bandit! TSR 9420
"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201
Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.
In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios
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.
A scourge has recently fallen upon the house of Lord Gabiru Fuson as his family’s servants began disappearing, one slain in the street by a fallen hero known as the Scorpion Samurai in a widely-talked of murder that has sparked a wave of public dissent and ridicule. The dishonored adopted son of Lord Gabiru has evaded authorities for years but the tide of blood his sword washes onto Soburin is growing ever higher—the adventurers are called upon by the Fuson bengoshi Yukari Nishioka in secret, brought into service to strike down the murderous brigand in an ambush she has set on Shjiki Island. As they lay in wait however a local outcast brings information to light that reveals there may be other bait in the village of Shinjitsu… This exciting adventure (set in the Mists of Akuma campaign setting) begins in the snowy hideaway village of Yukinokyu where the PCs are approached with a curious message—orders delivered by a local Kizuato bengoshi's servant, hiding the authority of a Fuson Herbal Master's directives! The adventurers must sneak into the prefecture to the north, traveling through Hidaretei Pass where three dangerous ogres dwell. After reaching the town of Kakasu they are bid to meet the state functionary in a distant grove and are waylaid by an oni and its adeddo-oni retinue before clandestinely infiltrating the island-village of Shinjitsu. Once there they must bait and capture the Scorpion Samurai, stopping him and the dark ritual he has planned before the evil he unlocks transforms the fallen hero into an unstoppable monster! What you'll find in this fully-illustrated 33 page module: The story of Hinjuku Nagaro, dishonored orphan son and bloodsoaked warrior known as the Scorpion Samurai! A compelling and action-filled adventure in 3 acts that take the PCs across the continent of Soburin before upending a plan that might save one of the world's most powerful nobles from certain doom! Rules for the supernatural haze and two new attributes integral to Mists of Akuma: Dignity and Haitoku. More than a half dozen NPCs and monsters ranging from adeddo-oni to the deadly Scorpion Samurai and his duplicitous ally, a penanggalen! Five maps for every major encounter in Hidaretei Pass, Kakasu, the Fuson Forest, Shinjitsu, and Ikatteiru Cave!
Quests of Doom Volume 2: 6 MORE Adventures for Fifth Edition Rules, First Edition Feel! For Quests of Doom Volume 1, we brought in some of the biggest stars in adventure-writing history to produce 12 mindbogglingly insidious adventures for Fifth Edition. This is volume 2, containing six more explorations into “doom or glory” for your players. Once again, the all-star cast of authors delivers what we strive to give you: Adventures Worth Winning! Volume 2 of Quests of Doom contains 6 adventures in 100 pages, byBill Webb (Of Ants & Men, Pit of Despair, Isle of Eliphaz), Matt Finch (Perils of Ghostwind Pass), Jim Ward (Dread Dragon Temple), Michael Curtis (The Darkening of Namjan Forest), and Casey Christofferson (Pit of Despair).
In times ancient, an infamous paladin-artificer named Khaldun unearthed a cursed tome bound in the flesh of the first medusa. Driven to madness by its secrets, he used the necromantic magic contained within to call forth an army of dread warriors from the Netherworld. Though his assault was devastating, he was ultimately unsuccessful, and the mightiest crusaders of the realm banished Khaldun to the Netherworld, where he would rot for eternity at the bottom of the River Dis. Unfortunately, rather than perishing in that bleak plane, Khaldun escaped his silt grave and thrived, amassing a legion of undead followers and erecting a Tomb in which he could perfect his mechanical craft without interruption. It was not long before he shed his body and became a demilich. After several centuries of scheming, the undead warriors under the command of the ‘Iron Lich’ have burst free of the Netherworld, laying waste to not only the mortal kingdoms that exiled him, but also the exalted domains of the gods themselves. The crusaders’ quest is simple – stead the Tomb and destroy the Iron Lich. Published by Defy Danger and Save Versus Death
Written in celebration of Swords and Wizardry Appreciation Day 2017, Return to Fel’Valashar picks up where Dungeons of Fel’Valashar left off. In this book is a collection of mini dungeon adventures with a small region called Fel’Valashar that they take place within. Each of these adventures is written in such a way that they don’t have any ties to each other or to Fel’Valashar. This means you can easily drop them into your own world with no fuss. Includes: Details of the south-western region of Fel’Valashar. Four mini dungeon adventures. New monsters. New magic items.
Straight from the garage of Chris's mom—and 1981—comes this homegrown, truly old school adventure of malign druids, twisted tree demons, evil blink dogs, arboreal gelatinous cubes, magical pecans and certain death. Though sadly missing half its original key, the release has been painstakingly recreated by the author as a grown man. More or less.
Eurich Gunshoff IV, Count of Kleaves, is beset by powerful enemies. The King to the north has laid waste his holdings beyond the Tot River and even now threatens the river castles. Only the coming winter holds him at bay, giving the Count time, if only a little, to muster his strength. Long have the people of Kleaves worshiped the gods of the south, and it is to these people that he turns, striking a bargain with the powerful King of Kaymor. In exchange for a precious gift the Kayomarese promise to aid Eurich and his people, but it is Eurich’s charge to deliver the prize. He can spare few troops, and with spies all about he cannot be too careful. The prize he sets in a wagon in a caravan and as escort he calls upon those who dwell upon the fringes of society, adventurers who seek fame, gold and glory. They are charged to cross the wilderness and deliver the wagons safely. But the road is fraught with danger. Walls of stone block the road and winter upon the open plains carries dangers beyond the biting cold. But more than stone and frost, the end promises fire without comfort. Designed in 3 parts Giant’s Rapture offers overland travel, dungeon, and intrigue and pits the character’s wits against the open road and one another.
Inspired by the 12 Labors of Hercules in Greek mythology, this adaptation incorporates the classic quests, monsters, and motifs of ancient myth while injecting our interpretation of the personality and flavour of the world's greatest roleplaying game. As a result, though those familiar with the original myth may recognize key similarities in this adventure, it has been designed with the goal of re-formatting and reframing these heroic tasks in a new light, suitable for an entire mini-campaign fit for a whole group of brave and heroic adventurers. Use the Village of Kalogeros to incorporate each labor into a long running quest, or take bits and pieces and re-flavor them as necessary to fit your game. The choice is yours. Either way, we hope you enjoy.
A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.
Let the buyer be-were! Sometimes you should be afraid to visit the dentist. A small coastal town is plagued with a curse and it is up to the PCs to find out what is causing the inhabitants of the town to transform into mad seawolfs. This adventure is set in the busy seaport of Rocky Harbor, which is located on a sheltered island dep in an extensive archipelago. Rocky Harbor is another location in the Volkrad campaign setting, as previously published in Dungeon Adventures issue #41, Old Man Katan and the Incredible, Edible, Dancing Mushroom Band. Pgs. 8-20
A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.