The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM
Save Sharn from planar catastrophe in the epic thirteenth and final episode of the Across Eberron: Convergence Manifesto adventure path. This three-part adventure is designed for five 7th-level characters. Your party does not need to have played past episodes to enjoy Skyfall, though previous adventures (see below) with the Clifftop Guild will deepen their experience. Written for use with either Eberron: Rising from the Last War or the Wayfinder's Guide to Eberron by Keith Baker. Adventure Summary: In this climactic conclusion to Across Eberron: Convergence Manifesto, the adventurers are charged with saving the magical metropolis of Sharn before a vengeful academic can destroy its manifest zone using the convergence of Eberron’s 13 planes. Characters must race across the city’s diverse districts in a battle of wits and weapons, locating artifacts linking the 13 planes and disabling the Convergence Engine before it is too late.
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
Wildspace is rife with tension as various factions seek to gain the upperhand against their rivals. When a highly advanced spelljamming ship is uncovered within the Doomspace system, the player characters are asked to claim it before other groups can take it for themselves. However, the party may soon come to realize that their greatest adversary might be the ship itself. What's included: 1 high-octane adventure divided into single-page sections for easy running 4 fully-colored reference maps with unlabeled battlemap versions for players (made with assets from 2-minute Tabletop) 4+ ending variations based on the player characters' decisions Content Warnings: Death, entrapment, mental manipulation, violence may soon come to realize that their greatest adversary might be the ship itself.
It's feeding time at the zoo and you could be the main course! Raven Aldritch, mysterious and beautiful, runs the Aldritch Research Centre and Zoo for her father, a powerful mage. He enjoys turning dangerous creatures into terrifying monstrosities. But daddy is away and the magical shields that hold the creatures in their enclosures have failed. These monsters are rampaging through the research centre endangering the lives of the innocent workers. Raven desperately needs help to regain control, and she’s willing to pay the right group of adventurers handsomely. Will you come to her rescue? An adventure for the world’s greatest roleplaying game. Fifth edition compatible. A one-shot for a party of Level 3 adventurers
Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.
2023 ENNIE Awards Silver Winner in the Best Organised Play category! The Dai Meow-Ou is dead, you’re accused of murder, and you have until sunrise to clear your names. It’s time to put on your thinking cats and play detective, adventurers! Can you sniff out the real killers before your time runs out? A Pawsome Feywild Murder Mystery for Tier 1 Characters. Optimized for APL 3. From the 2019 ENNIE Award nominated author of the Neverdusk Trilogy and experiential horror mystery The Waystop comes a brand new roleplaying & puzzle-lite adventure lovingly crafted as an homage to the films and novels of Japan's golden age detective fiction and set in the Feywild domain of Roku-Nyan, where cats rule and dogs drool! This 4-hour module is designed to be played using Theater of the Mind, and depending on the characters and their decisions, multiple endings are possible. It debuted at Lion City Conclave 2022, a community convention in Singapore that supported Causes for Animals (Singapore). The v1.2 package (9 July Update) includes: - Enhanced copy for better clarity & Jason's Cheat Sheet for running a smoother game. - Art inserts by Ryan Tan Chen Wayne (Ryzwayne). - A high quality digital map pack for key encounter locations, in Black & White (as befits the genre) by digital artist Ryan Tan Chen Wayne (Ryzwayne). - High quality puzzle packs and resources designed by Jason Koh, with illustrations by Ryan Tan Chen Wayne (Ryzwayne). - Token pack featuring our assassins. - Bonus DLC Street Map.
The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror
Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…
A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
The shrine on the edge of town has been little more than a landmark for generations – but now eerie runes have begun pulsing across its surface, and rumour has it a dark force is growing. Now the party must investigate the threat, and destroy whatever lurks inside the Hall of Lament once and for all. The Legend of Zelda meets Hellraiser in the latest adventure from Chris Bissette, creator of Bulette Storm! Breaker of Chains is a 4 hour old school adventure, featuring tricks, traps, exploration, traps, and ritual sacrifice. Never again will your players waltz into a dungeon convinced that you aren’t willing to kill them in new and horrible ways! Published by Loot The Room
A force of orcs has taken over a small hilltop keep. The PCs are engaged by the local lord to rid his home of the intruders. Fortunately for the PCs, the keep’s main doors are still damaged from when the orcs took possession, and entry is relatively easy. Unfortunately, the orcs are determined to stay. Pgs. 24-29
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.
A plug in adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier II characters. A village needs aid, as their small village is under a curse that they have been able to keep hidden from the villagers, but now that clock has run out and the piper demands to be paid. Can they find what is the cause of the curse and finally eliminate it.
When the adventurers are tasked with destroying a symbol of Demogorgon, they end up falling foul of the great mage Mordenkainen himself – or at least a simulacrum of him. Will they agree to help maintain the great Balance of the Blood War, even if means sacrificing innocent lives in the process?
Heroes are needed in the mountainside town of Shibai—though thought to be spared from the horrors of the demonic Mists of Akuma, recently the supernatural haze has started to fall onto the settlement and a monster lurks through the evil fog. Despite the presence of the infamous Mubo Brothers, hired by the local mayor, a Sukochi bengoshi calls upon the party to get to the bottom of what ails Shibai. The truth of the matter lay within Robai Shita Temple, though what the adventurers find inside may see them undone!
"Can you solve the Labyrinth within 13 hours and get back what was stolen from you?" A 4-Hour Adventure for Tier 1 characters optimized for APL 3 taking place in the Feywild Domain of Delight, Labyrinth, where everything seems possible and nothing is what it seems. This adventure takes place when the characters have been abruptly teleported into the Feywild Domain of Delight, Labyrinth. The Kobold King has given the characters thirteen hours to solve the labyrinth, or they will lose what he stole from them forever. "It's only forever, not long at all..." Pillars of Play: Skill challenges and exploration. Minimal/optional combat. Content warning: Non-consensual theft Adventure Inspiration: Jim Henson's Labyrinth (1986)
A Kobold Christmas is a festive one-shot perfect for an adventuring group looking for a little bit of chaotic fun this holiday season. Set in the town of Finnick, play as a group of kobolds working their way out of the sewers and into the home of Sanderklauzen the Red in the pursuit of riches and revenge. Perfect for seasoned (pun intended) and new DM's alike, A Kobold Christmas is a level 3 stand alone adventure, suited for a group of 3 - 5 adventurers if you have 4 to 6 hours to play.
There’s someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year it’s different. Bodies are turning up. Teenagers are running for their lives. There’s blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domain’s dark lord or lady.
The adventurers are asked to search for a local temple official who has not returned after leaving to search for a hidden treasure vault. On their way, they are attacked by some Kobolds and chase the fleeing monsters to the hidden entrance. The adventurers explore the ruins and discover what has become of the missing temple official.