Summoned from across the multiverse, a small group of heroes must enter an ancient pyramid and prevent the Elder God Nyarlathotep's return to power. A Lovecraft-themed oneshot.
A side-quest adventure - An abandoned keep in the forest provides a exploration sidequest, and an excellent base of operations for your party once cleared. Includes a great new monster and mechanic to repair the keep. Published by Limitless Adventures
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!
Fight the Monster in its Den … If You Dare! Book of Lairs brings you 24 great monster lairs for 5th edition! Each of these exciting and unusual battlegrounds comes with a complete short adventure, including a hook, area hazards, tactics, and treasures. Stage your 5th Edition fights in unforgettable locations like: Alchemist’s Guildhall Necromancer’s Cistern Clockwork Tower Den of the Rotten Kings Lost Halls of Everforge A Pirate Cove Crypt of the Warlock Citadel of the Void Dragon A Dark Grove Lost Fane of the Serpents Branches of Yggdrasil Tomb of the Scorpion Prince Sky Stairs of Beldestan Imperial Ghoul Outpost Umbral Vampire Lair And 10 more! Designed by some of the top names in the RPG industry, Book of Lairs is sure to add an aura of wonder and mystery to your game! Book of Lairs uses standard monsters as well as surprising new creatures from Tome of Beasts, and both monster books are required for maximum playability.
A doctor who helps with rare and socially debilitating diseases who welcomes all to her doorstep suddenly becomes reclusive...and her patients are no longer able to be found. Adventurer's are hired by a powerful merchant who had committed her son to this doctor, and they need to find him and bring him home.
A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.
Terror Under the Sea The peaceful undersea village of Sequavia has been mysteriously abandoned. It looks like all of its Cheltarian residents have just stopped what they were doing and left. It’s up to a party of stalwart undersea adventurers to find where they all went, and bring them home. This Tales of the Valiant Compatible One Shot Adventure Provides: • A small dungeon for PC’s to explore • Statblocks for important NPCs. • 8 magic items that aren’t what they seem
Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44
A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.
The Tower. Standing on a grassy hilltop, it seems unremarkable from a distance. Two stories high, cylindrical, thatched roof. Simple and idyllic. There's even a whisper on the breeze, or maybe a thought in the back of your mind: There's nothing to see here. What brought you in the first place? Just turn around and go back. Those that venture nearer find that it's much more than meets the eye. The closer you get, the taller the tower seems to be... until standing at its base, the tower rises dozens of floors and pierces the sky. Do you have the courage to enter the unknown sanctum? What could possibly await you within? Gather your allies and find out!
The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.
"What could happen if Santa became a vampire?" There’s Something Wrong with Santa is a 2- to 4-hour adventure for four to five characters of 5th level. Scaling Suggestions are included, allowing you to run the adventure for lower or higher-level characters. This adventure is designed to be neatly dropped into any campaign. It features a small village named Hollypocket, which is hosting a Christmas celebration, with Santa as the special guest. However, a nearby vampire learned of Santa’s plans to attend the festival, and intercepted the jolly, white-bearded man while he traveled to Hollypocket. Now, Santa is cursed with vampirism and is on a mission for the vampire: gather the tasty villagers and bring them to the devil’s lair. "Santa's a vampire?" Yes! While the characters may not know this at the start, there are several descriptive clues that should lead them to believe Santa is now a vampire. This fact becomes more evident the closer they get to vampire Santa. "What will they do?" Will your heroes kill vampire Santa, or will they find a way to cure him? Product Overview — ♦ 2 to 4 hour adventure for four to five characters. ♦ Designed for 5th level characters. ♦ Scalable for lower or higher level characters. ♦ Downloadable maps. ♦ VTT Tokens.
Ghost Town is a one-shot-adventure for 3-5 players of level 1-3. It is set around the small town of Stone Village, but the adventure is easy to adapt into your own world or campaiign. A disease has broken out in the small town of Stone Village. Only a mage who lives deep in the Old Forest can safe the town. But there are heroes needed to get to the mage and bring him the news.
Deep blue mists of the night swirl over the sands of Raurin, the incomparable Desert of Dust. As the cool night air drains the heat from the sand, you and your friends huddle around your campfire, glancing nervously at the giant pyramid in the distance. Gradually, the winds change direction, bearing a thin streak of white mist toward you from the pyramid. It swirls and takes shape as a faceless man dressed in ancient robes and an ornate head-piece; moonlight shining through his ghostly body and robes, he lifts his arms toward the pyramid and speaks. It was magic that conveyed you all to Bralizar, and an ancient map that guided you through the pass in The Dustwall. But it was, after all, the tales that finally brought you to this place - tales of endless wealth, of spirit-guarded pyramids, of crystalline obelisks, of gemstones with mysterious properties. Now, as the haunted voice of the spectre before you begins his tale, you wonder if the treasure and the quest are worth the price...perhaps your very lives. Are you really the heroes of the prophecies, those who will overcome the foretold tests, and those for whom the treasure awaits? It is time to search your hearts before you venture further into the Desert of Desolation. An epic adventure includes the revised Desert of Desolation series plus totally new adventures within Raurin, a desert wilderness set in the Fabulous Forgotten Realms TSR 9199
An army has appeared from the desert wastes led by a sorcerer said to be immortal. Fearing imminent attack, the Border Kingdoms have sent assassins to slay this so called Ravager and find this terrible rumor is true. You are tasked with discovering the secret to the sorcerer's immortality, hidden amidst an ancient crypt.
Ruins of the Grendleroot is a book of ten easy-to-prep and easy-to-run adventures for the fifth edition of the world's most popular fantasy roleplaying game. Designed for characters of 1st to 5th level, these adventures take place in the caverns, chambers, tunnels, and ruins of Blackclaw Mountain, within which lurks a strange otherworldly sentience known as the Grendleroot. Ruins of the Grendleroot focuses on the sense of mystery and wonder that comes from exploring ancient ruins and lost chambers. The central hub of these adventures, Deepdelver's Enclave, is a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain. In Deepdelver's Enclave, adventurers and explorers recount tales of their explorations, trade treasure and artifacts, and enjoy their shared love of uncovering the mysteries of the mountain.
The first part of two lairs—a ratfolk warlock lair and a rattok demon lair—suitable for four or five 3rd-level characters. The lairs can be run separately or together as one longer adventure. Demon Lord of Rats is looking to corrupt the city with his influence. They have grown in number and now seek to infiltrate and influence the guilds of the city.
Welcome to the seat of power in the Duchy of Starryshade! This large city is where the Archduke Meldor Gantrius IV rules his land. A walled city on the bay, Vandosia is bustling with activity. A busy seaport sits down the road from the fortified city with regional farmers coming into town every day. Many former adventurers call the city home and training guilds are available for those levelling up. While “mostly” safe this city is not without adventure, especially with the massive sewer system below the streets.
Jinkies! Uldryn Beauregard is dead—and he’s left one million gold to anyone who can survive the night in his haunted mansion! But spooky things are going on, and nothing is as it seems. Luckily, Mystery LLC is on the case! A Night of Fright is a parodic one-shot adventure designed to be played in a single four-hour session by five players. In a loving send-up of classic mystery cartoons, players will take the role of one of four meddling heroes—or their talking gnoll! Explore a haunted mansion full of traps, frights, spooks, scares, ghosts, ghasts, and ghouls to uncover old Uldryn’s secrets before it’s too late—for this is no run-of-the-mill real estate scam. There’s real danger in the mansion and Mystery LLC will need all the help they can get!
An exclusive party at an illustrious antiquities museum. A missing benefactor and host who turns up dead. A missing mummy, the crown jewel of a new exhibit, and a hardboiled detective trying to make sense of it all. And a party of adventurers caught right in the middle! Welcome to the Lucaryen Museum of Antiquities, enjoy your visit. We recommend for your safety not to wander the halls at night; some of our exhibits have a habit of coming alive and attacking the unwary. Not to mention other guests who may have something damming to hide, and a loose set of morals. Don’t worry - I’m sure you’ll be fine! In this pulp thriller mystery one-shot, your players will be thrust into the role of Occult Detectives, investigating the murder of the museum’s namesake and searching the premises by night to uncover clues and the whereabouts of a missing mummy. Inspired by films such as Night at the Museum, The Mummy, and classic ‘Whodunnit’ murder mystery tales, your players are sure to have a killer time! Featuring: 15 pages of content, comprising 4-8 hours of play A full-scale, two story museum for your players to explore Shady NPC suspects and unlikely allies, complete with unique stat blocks Myriad potential encounters and one epic final Boss Fight, with 46 unique creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes Helpful tips for newer DMs