This one-shot, horror-themed adventure is set on the lightning rail of the world of Eberron! Will your party of 6th-level adventurers be able to rescue an innocent before it all comes crashing down!? Nightmare on the Mournland Express features: An example lightning rail to explore. Updated 5th edition rules for running all sorts of encounters on the lightning rail. A bestiary appendix containing 9 stat blocks, including dragonmarked NPCs and nightmarish monsters! Enough material to run an alternate scenario: a train heist!
Getting there is half the fun? The town of Timel is suffering under a plague and the townspeople need the cure that Havendale has! The safest way to Timel is through the Dorgel Mountains where the Hammerskin Dwarves operate some kind of system that allows for faster travel. Hopefully the Dwarves will allow you to get to Timel faster!
With danger close behind, the Broken Tusks journey through the bountiful but treacherous Lost Mammoth Valley in search of the Primordial Flame. The Tusks' scouts solve the riddles of the primordial valley and recruit a motley league of unlikely followers, all while evading the watchful gaze of the vale's villainous overlords. In order to fulfill their quest, the scouts must ultimately go toe to toe with these vile masters: a vicious white dragon, a sadistic necromancer, and a boarish beast-god. "Lost Mammoth Valley" is a Pathfinder adventure for four 4th-level characters by Jessica Catalan. This adventure continues the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes an examination of megafauna, including advice and rules for creating your own new giant animals; a glossary of Mammoth Lords' depictions of Golarion's most popular deities; and new prehistoric creatures to befriend or bedevil your players. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
The Cagewrights continue their manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens. The 5th adventure in The Shackled City Adventure Path. Pgs. 38-71
"The longest, and perhaps strongest, AD&D adventure we've ever done." The fabled Mace of St. Cuthbert has been lost from the sight of both human and demi-human for many centuries. Some claim it lies at the heart of an active volcano, guarded by salamanders and flowing lava; others swear it lies buried deep inside the earth, warded by powerful magics raised by those who would see its power denied to the forces of Law and Good. A few assert that it has never left the possession of the Saint, and even now he holds it in his strong right hand. But a few claim that none of these are so that long before the Sainted Cuthbert rose to his exalted station, his mace was hidden away from those who would steal it before he returned for it, hidden away outside the bounds of normal time and space, in a place so outlandish that the Mace's power and destiny would be unknown and unknowable, and thus safe. Pgs. 45-54 & 56-57 & 59-68
The Tower of Bondage ๐๐๐ซ๐ญ ๐ โFane of the Jailersโ takes you deeper into Aumvor the Undyingโs dungeon of terror. As your players draw closer to the tower below, they will meet new horrors that include: โ 15 encounters with dark denizens including undead โ New Monster, โWalking Oozeโ โ Margoyles of the AD&D era converted for 5th Edition. This adventure is part two of a six-part series that comprises six levels of dungeon and culminates in the PCโs escape from an underground prison of torture and madness, and if they choose, the destruction of the Lich known as Aumvor the Undying. In early 1320 DR Aumvor the Undying collected the greatest of all of the relics and lore of the Netherese Empire and secreted it away in his domain in Endless Caverns. There he awaited the return of the City of Shade. He did not have to wait long for it was but thirty eight years when it appeared. The undying one saw this as his long awaited opportunity to return and bring the Netherse Empire to its full glory. As quickly as it rose, it also fell, for even Aumvor could not foretell the advent of the second sundering. This change in the weave left him weakened and the nations placed under his yoke, rebelled. By 1487 DR the City of Shade fell and the end of Netheril was not far behind. From the ashes of an empire two times fallen, Aumvor the Undying plots again to restore Netheril. His ancient portal traps still in operation, he feeds on the living and grows strong again. Who can stop him? ๐ ๐จ๐ซ ๐ฆ๐จ๐ซ๐ ๐จ๐ง ๐๐ฎ๐ฆ๐ฏ๐จ๐ซ๐ ๐ญ๐ก๐ ๐๐ง๐๐ฒ๐ข๐ง๐ ๐๐ง๐ ๐ญ๐ก๐ ๐ก๐ข๐ฌ๐ญ๐จ๐ซ๐ฒ ๐จ๐ ๐ญ๐ก๐ ๐๐ฆ๐ฉ๐ข๐ซ๐ ๐จ๐ ๐๐๐ญ๐ก๐๐ซ๐ข๐ฅ, ๐๐จ๐ง๐ฌ๐ฎ๐ฅ๐ญ ๐๐ก๐๐ฆ๐ฉ๐ข๐จ๐ง๐ฌ ๐จ๐ ๐๐๐ฅ๐จ๐ซ ๐๐ง๐ ๐๐ฐ๐จ๐ซ๐ ๐๐จ๐๐ฌ๐ญ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ซ๐๐ซโ๐ฌ ๐๐ฎ๐ข๐๐. This exciting series presents the dungeons of Aumvor the Undying after the second sundering, desperately clinging to what little he has left. This may be the time to strike him down once and for all.
A wizard has kidnapped a young lumberjack... What macabre ritual will he preform with his blood? What devil will he conjure to occupy his body? In to what kind of aberration will he transform the young man? A maiden wants to recover her fiancรฉ, a father wants to recover his son, a village wants to recover it's hero. The village anxiously hopes the road will bring courageous characters, who have the valor they lack to undertake the journey to the tower of the wizard. A caravan can be seen on the horizon... Un mago ha secuestrado a un joven leรฑadorโฆ ยฟQuรฉ macabro ritual llevarรก a cabo con su sangre? ยฟQuรฉ demonio conjurarรก para ocupar su cuerpo? ยฟEn quรฉ aberraciรณn convertirรก al joven? Una doncella quiere recuperar a su prometido, un padre quiere recuperar a su hijo, un pueblo quiere recuperar a su hรฉroe. La aldea espera ansiosa que el camino traiga valerosos personajes que tengan el coraje del que ellos carecen para emprender el viaje a la torre del mago para rescatar al joven. Una caravana se divisa en el horizonteโฆ Published by Caravana
This adventure is designed as a side quest that can be inserted into an ongoing adventure or campaign. It involves a series of three linking scenes (and an optional fourth research scene between the others) that can be placed in between the action of whatever other event the party is undertaking. Ideally the scenes of this side adventure should be spread out and inserted into the game over several sessions of play.
A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&Dยฎ game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section โโFor the Dungeon Master.โ The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.
Into the Unknown! The wilderness around the cave stronghold called Gold Hill Trading Post is dangerous and scattered with ruins of large and small settlements. Will your party find fame and fortune, solve ancient mysteries, or just disappear into the Borderlands like so many that came before? This module contains underground and wilderness maps that form a detailed adventure and mini-campaign for beginning characters, including an abandoned village, haunted graveyard, ruined church, tradersโ camp, wilderness encounters, and monster lairs. It also includes a ruined keep and dungeon as well as a mapped and detailed โbase campโ stronghold. The module is designed for use with all โclassicโ fantasy roleplaying game rulebooks or sets for Basic- and Expert-level players and gamemasters. It can be converted for use with โAdvancedโ fantasy game rules and compatible systems with a minimum of effort. Cover art by William McAusland! Print version (with full art) available at www.barrataria.com. Picked as one of the best by Bryce Lynch at tenfootpole.org!
Ambushed on the road by goblinoids and then follow them to their lair in an old, abandoned hunting lodge in a forest. This is a short adventure that can be played in a session. The Goblinsโ Gambit is perfect for situations where the party suddenly decides to go completely off the rails and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. A 3rd level party is ideal for this adventure, but it can be easily tuned up to 5th level or down to 1st level by adding or removing a few simple enemies. This adventure can be used in three different ways - The starting adventure - This is a great adventure to start a new campaign with. A good option to use for a brand new group of players A random encounter - This is perfect for use for a random encounter along the road A retrieval mission - This adventure can also be used as a low level mission from a patron What is included? The adventure pdf DM's map of two different locations Two high resolution (8192x6144) maps for an abandoned hunting lodge and a roadside encounter (grid and gridless), which can be printed out as a tabletop map to play on.
After several successful adventures, you and your associates have found safe haven in the city of Acre in Dilad. While you enjoy a meal in โThe Holeโ, you learn of a recent theft of a merchant ship. A Captain Ibanez approaches your group and offers a job opportunity to get the missing ship back!
In Claine Forest near Padduck Village there has appeared a pit. No-one knows where it came from, it just did. It is not so deep that you cannot see the bottom, but people fear it and avoid it. No-one who has climbed into it has come back, having been dragged beneath the surface by unseen hands. A necromancer has come to the forest, seeking the pit. She does not quite know what she expects from it, but what she hopes for is protection from death. Player-characters may wish to get involved, and thus this constitutes an adventure for old-school systems, for 5-6 PCs of 2nd level 2 or slightly fewer of 3rd. The PCs wonโt necessarily all die, and the players will almost certainly survive. Reviews elsewhere: "It pours out flavour in nearly every word, creating delicious situations for the party to interact with. ... We got a village, two rival groups of adventurers, a weird-ass forest, and somewhere in the forest a pit, your final destination. From this, joy is made. Each one of those elements has their component parts well done and, because of this the whole is a wonder." โ Bryce Lynch of tenfootpole
It is an adventure designed to interrupt a party of adventurers who are going from point A to point B. on a message delivery assignment. While on the mission the party runs into a blizzard, pack of wolves, and a rogue band of humanoids attempting a roadblock! Can your party deal with this growing problem and survive?
A caravan was attacked, and their valuable magical beasts were stolen. The caravan owners hire the adventurers to find their stolen cargo and bring them back safely. But once the heroes find the bandits, they may discover that they are not really just "thieves". Depending on their decision, they may end up travelling to the fey world or battling the bandits for the creatures. A wilderness adventure compatible with the first edition of Pathfinder Roleplaying Game. Whether you want to run an adventure where druid and ranger characters feel at home, or challenge a party of city slickers, Following the Tracks will allow the party to explore the savannah in a wholesome adventure. The module provides a branching point, where the adventurers will have to make a decision which will lead them to widely different paths. It also includes alternative hooks to suit different play styles. Published by RPG Writer Workshop
The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someoneโor somethingโis stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need helpโhelp of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
The characters arrive in Thaliost, a city rife with unresolved tensions from the Last War. Through danger and discovery, the party will discover that the Lammanian artifact they were sent to escort back to Sharn has been stolen. Theyโll have to track down the thief, who jumps onto the Five Nations Express, House Orienโs flagship lightning rail service, in a bid to escape to the Eldeen Reaches and open a gate to apocalypse.
Sitting at the mouth of the Saint Torgothโs Causeway leading to the Newmack Sea is the port city of Civille and home to the baron of the land. This former fishing settlement has grown in the last century to be a stronghold for the Baron Philostratos de Civille as well as a financial boon for the entire area. In growing itself into a small seaport this city has been able to increase income by a factor of five. While the port itself brings in a significant amount of goods it also acts as a travel point for the Caravan Masters. This location is one of the main areas for the FD series and can be used as a base of operations
The Brightness of Mornstead This challenging, three-hour, one-shot adventure is intended for parties between levels 5-8. Five years ago, a dragon destroyed the peaceful town of Mornstead. Now, a man named Wiles Killinger has rediscovered a mysterious artifact from the ruins and seeks revenge against the dragon that destroyed his life. However, not all is as it seems in this tale of lore, mystery, and betrayal. Will the dragon be slain by mighty heros or will the horrors of the living dead return to cover the land? Adventure Features Flavor text and pre-written quotes let the DM jump right in with minimal prep time. A level-scaling table for on-the-fly-customization of the final battle. NPC information and backgrounds. Multiple plot points that can be expanded into a full-fledged campaign.
Introductory adventure included with the 1991 "Black Box" edition of D&D