A museum of the Mad Archmage, it contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river. This adventure can be used as an expansion to the Castle of the Mad Archmage mega-dungeon adventure, or as a stand-alone adventure. Published by BRW Games
Tyrrattizi's Prison is a D&D 5e adventure, written for a party of 2nd-level characters. A recently unearthed temple found in the swamp has attracted the attention of a local Bullywug Shaman who seeks to free an evil trapped within. This adventure may be dropped in any campaign, or run as a one-shot.
Every year, on the very same day, the city of Cape Coral has been besieged by a giant Kraken, killing dozens of people and destroying huge chunks of the town. That day this year is approaching quickly -- in fact, the town has only two days left to prepare. Princess Lua, the daughter of the former king of Cape Coral, has reached out to the party to beg their aid in protecting the town. The Kraken is far too formidable a foe to try to attack alone, so instead the party must convince as many factions of townsfolk as they can to aid them in the fight, set traps, and fortify or evacuate the town. After their two days are up, the Kraken attacks, and the party, supported by whoever they managed to convince, must face it in battle. Along the way, though, the players have a chance to figure out why the Kraken attacks in the first place -- and, if they are quick and clever enough, they can stop the attacks for good. A Pointy Hat Kraken Week Adventure
Get in the carriage, strike a power chord, and cast a fireball. Tritonia is the first of a three-part 5th Edition Dungeons & Dragons adventure where first level players assume the role of a touring band in a world controlled by the maligned artificer Lord Spootify. Combat rival bands and nasty monsters alike in this indie-rockified fantasy RPG module. Whether you’re in an actual touring band and looking for a game to play on the road, or just a group of D&D players looking for a fun and novel campaign -- Tritonia riffs on classic D&D adventuring and modern music culture for unique encounters and a sonically inspired quest like no other. It features: A band name generator for crafting the coolest stage moniker A band-building guide with 12 dynamic personalities. Play as unique archetypes like the Talent (the dude who shreds), De Facto Manager (who does all the work behind the scenes), and The Kid (who recently learned how to play the lyre and is just excited to be here) Background on the rich world of Tourmaline Valley. Learn about Lord Spootify, the mysterious Accelerators, and the creation of the Stream Stone 16 Rival Bands including Chaotic Neutral Milk Hotel and A Couple Two Three Directions Memorable NPCs and baddies like Hank & the Hecking Hecklers with engaging backstories and motivations Music inspired magic items including the Strings of Magic Missile Optional rules to enhance the band’s abilities and the game aesthetic Various callouts and references to modern indie music culture, bands, and the rock & roll lifestyle A good ol’ fashioned twist
At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!
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...
Adventures from the Potbellied Kobold provides you with fifteen unique adventures to use as one-shots, additions to your current campaign, or inspiration for a new campaign. We've even included a way to link several of the adventures, allowing you to run a short and quick campaign. The adventures use basic 5E creatures, custom creatures, and several Kobold Press creatures. Each adventure is written for a specific party level, but we've also included suggestions on how to adjust each adventure for a weaker or stronger adventuring party. In addition to fun adventures, you'll also find a few new magic items and NPCs to add to your game.
Deep in the swamp, villagers claim something unnatural is happening at a large manor on the edge of town. A suspicious owner whose wife died years ago is attempting something dark and terrible, and it's up to the party to stop him. The true fun of this adventure lies in the house itself, which is filled with hidden references and homages to the works of Edgar Allan Poe, with the author himself filling the role as the suspicious home owner.
Half-orc proprietress, Sielu Kaitsija, a night hag, lost a bet with a glabrezu and guards his "extremely valuable bottles" as forfeit. She must also curb her natural instinct for slaughter. But that doesn't mean her dingy bar is a safe place to visit
Provost Nigel Faurious’s research has revealed the location of an icy spire near the eastern side of Icewhite Island. The Provost needs the Hoarfrost Flower, an artifact found inside this spire, to make his Convergence Manifesto a reality. Eager to complete his work as quickly as possible, the Provost previously paid for an expedition from the Deathsgate Guild to explore the icy spire at the same time the Clifftop Guild surveyed the Shining Valley in the last adventure. The Deathsgate expedition’s ship, the Nightwood Cask, was destroyed by the cold of the Risia manifest zone. They made it to the island on lifeboats and headed to the spire, hoping to use it as shelter until someone from the Deathsgate Guild comes to rescue them. The spire’s builders are long gone and forgotten, but their traps and magic remain. Mror archeologists once found this place while in search of their ancestors that many believe hailed from the Frostfell. Only their camp remains in the foyer of the spire, where the party from Deathsgate waits. While the Deathsgaters’ supplies dwindle, they argue among themselves on their next steps. Should they try and make it to shore and hope their ship somehow survived, continue to wait, or delve deeper into the spire to complete the task they were hired for?
A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.
An immense urban sandbox and eastern fantasy noir mega adventure for D&D 5E that takes 4–6 characters from 3rd through 12th level! An enmity between the Gekido, Hakaisuru, Kirai, and Namida clans has persisted for ages, the wounds from the Battle of Broken Spears torn open every few years by border skirmishes and trade disputes. Seeking to win the minds of the people by a grand gesture during these dark times, Emperor Hitoshi Masuto has arranged an alliance between the quarreling noble families—20 brides and grooms have been chosen to wed in celebration of the 10th anniversary of the decisive final battle in the rebellion against more than a century of foreign occupation. Imperial Matchmaker Weddings Decree Whether the adventurers seek honor and glory by protecting these fiancees or choose to line their pockets by ensuring the unions never come to pass, opportunity knocks at their door as the bengoshi of several clans sift through the mercenaries and spellswords that walk the streets of Sanbaoshi. To rise above the chaff in the capital of the Imperial Prefecture the PCs must be willing to do whatever is necessary to achieve their goals and survive among their cutthroat competition, the corrupting Mists of Akuma, and any designs of the monstrous forces keen to strike a foothold anew in Soburin. What's to be found in Imperial Matchmaker? Statistics for over 120 monsters and NPCs! No matter where the party goes or who they interact with GMs will quickly be able to provide skill bonuses, hit points, and everything else they might need to populate the world, creating a dynamic and seamless environment around the adventurers. Over 40 maps including an insane 2-page isometric illustration of Sanbaosh by Indi Martin! The urban sandbox where most of the mega adventure takes place has a staggering amount of cartography to make certain GMs are never hard-pressed when figures are needed. 147 pages of material focused on the capital of the Imperial Prefecture! With NPCs and maps galore the detail poured into Sanbaoshi make its chapter a book unto itself, making this an outstanding addition to any GM's collection (whether running the mega adventure or not). New magic items including the sheathe ring and black glass dagger, as well as innovative rules for Absentee & Memorial cards! New character options! Put your allies (or pet) into a frenzy with the College of the Maddening Flute, use a deadly bladed brush to turn painting into reality as a Genjitsugaka fighter, look upon the Kami when making a pact to gain a spiritual companion, or become a warlock of Ancestors to pierce through the veil of time. A unique adventure unlike any you've played before! There are 10 high profile matrimonies set to take place in this gigantic module but so very much more awaiting the PCs as they walk the streets of Sanbaoshi: specialized sidequests for the Mists of Akuma Iconics, unexpected trials like Nobukai Bamboo Grove, and virtually endless intrigues amongst the gangs, criminal organizations, noble clans, and other folk that make their homes in the capital of the Imperial Prefecture.
A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582
"A murderous laboratory comes to life in this adventure for 5th level characters." The players are tasked with investigating the disappearance of a mage who has been creating an A.I.-like arcane Workshop. Through the adventure, the PCS will soon learn that the A.I. has taken over and is using magic beyond it's understanding, having never ventured out into the world. How will the PCs stop a naive yet dangerously magical A.I. determined to get out into the world?
Ever wanted to face the cold, dark, and dangerous unknown without the advantages of a fantasy hero? This is your chance! Fifth Edition Funnel puts a spin on character creation. In the Funnel, each participating player quickly generates several 0-level characters blessed with the abilities and low survivability of your average commoner. Those that survive will be promoted to 1st-level heroines and heroes. The Funnel bonds characters over common challenges they meet and (hopefully) overcome. The surviving 1st-level characters share a common origin as adventurers. Instead of merely rolling dice, there is a trial by fire where average people succeed against the odds to do something heroic (or hide under a table in a tavern).
Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82
The people of the Linsholm fear orcs are about to raid their small farming village. For the past several days, they have been seeing orcs in the hills and forests around the village. They don’t realize that something much worse than this small band of orcs is out there. For now, it’s hunting the orcs. But if the townsfolk aren’t careful, they could be next. Protect the village of Linsholm, but perhaps not from what they fear. Discover that not all orcs are evil. Reunite the fractured orc clan, and broker peace between them and the villagers. Uncover what is hunting the orcs, and the secret to their power. A 6-8 hour adventure optimized for a party of 4th level characters.
Undead minions turn on their master - When the necromancer's staff is broken, a party of undead become self aware. Play as undead and choose to side with your former master, or the paladin order assaulting his tower. Published by Limitless Adventures.
Hi! I am pleased to present the official English-language release of the Italian best-selling adventure: La Seconda Alba Nera – The Second Black Dawn! If anyone is looking for a good starter adventure for 5th edition but wants something a bit grittier and darker may I recommend it. The Second Black Dawn is coming ... The king is missing. Hordes of undead spread across the kingdom like a plague. Outlaws attack and pillage defenseless villages. A party of adventurers is called upon to explore the region and investigate the mysterious disappearance of the king. Main Features: - A compelling, dark adventure estimated to last over 30 hours of gameplay and bring the characters from 1st to 5th level. - Five new monsters and one new weapon - Random encounters designed specifically to integrate with the tone of the adventure. - A list of music suitable for use as a soundtrack to accompany the adventure, to engage the players and emphasize the adventure's atmosphere. - Four pre-generated characters usable for the adventure. - Hypertext links in both the index and the text and bookmarks included. - An optimized PDF also available in a printer-friendly version. Find out what is bringing the kingdom to its knees... before it’s too late! Thanks to Marco Fossati for the translation and Simon Collins for the English-language editing. Any questions, please ask!
The PCs are hired by the Black Gold Consortium to track down passengers of the Wasp, a ship which has wrecked somewhere in the Vast Swamp. One passenger in particular interests the consortium more than any other: a woman named Sandalia. Sandalia is known by every citizen of Cherrian’s Rest as the most beautiful woman in the city, she was recently hired to train as a diplomat for the powerful Black Gold Consortium. Now Sandalia has gone missing and the consortium wants her back. What starts out as a simple rescue mission suddenly takes a turn for the worst when a love struck wild thing leads the PCs on an all out chase through the swamp. The would-be rescuers travel through haunted bogs and fields of fire to a final confrontation which may just be the oddest conclusion anyone has ever experienced. Also included in ""Wild Thing"": Choice of 3 vessels with special swamp navigation rules New swamp bugs and diseases Environmental/Meteorlogical/Bestial Randomization chart for swamp travel 1 new Monster: the Bog Troll! 2 new Magical Items! 7 new Traps! A new city: Cherrian's Rest and the powerful Black Gold Consortium which runs the region with financial influence Multiple ways to complete the primary quest