Located at the division of land between the Duchy of Starryshade and the famed Horselords is the historic Mystic Wood. Home to the site where the peace treaty was signed between the two countries this area is rumored to have a strange effect on magic. Information has reached the local thane that a gathering, or conclave, of humanoids is to occur this weekend. He has dispatched his military but they are too far to be of use. He has heard of your growing fame and asked your party to investigate this rumor and take appropriate action.
The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her. * * * Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their place," laughs the tall, hefty figure. "But it's too bad this was an accident," the shorter, slim figure says haltingly. "But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives." Grunting. they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds. Who is the woman? Why will her death trigger riots and unrest in the city of Specularum? And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society? This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play! TSR 9086
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
Introductory adventure for Dark Sun, included in the original box set. PCs start on a slave caravan but are freed when it is attacked. With limited equipment and water, they must cross the desert to an oasis then save a druid. As with many Dark Sun adventures, uses a flip book providing 24 maps and illustrations for players. Combines combat encounters with survival encounters, where the treasure may just be food or enough water for another day.
A generic tomb exploration. Usable for a quick one off or random exploration discovery. Sometimes a DM needs a fill-in adventure for when their PC’s go off script. This is a single location low role play adventure that can be inserted anywhere needed.
There your party is, having a few pints at the local tavern, minding your own business.....suddenly a fight breaks out! As you enjoy watching someone else take a beating for once, the town guards break in and stop the fight. A shriek and an old woman pointing her finger at one of the members of your party saying they have murdered the bar owner and now they are in custody. Can the other members of the party figure out the mystery and spring your cohort?
The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.
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?
God of Ore by Tom Knauss is a 3rd-level adventure that takes the PCs from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be. Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level) The characters will be thrust into the middle of an epic confrontation between the dwarves of the Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst. The dwarves’ dominance over the region and very survival hangs in the balance if the characters cannot thwart the monsters’ ambitious plans. The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Are the characters up to the challenge of solving the centuries-old murder of a historic hero? Within the adventure, the characters are caught up in the haunted memories of the ghostly knight and help him to accomplish his heroic deeds. While doing so, the party becomes familiar with his world and the murder suspects, picking up clues to their motivations and actions along the way. At the end of the adventure, an enraged spirit confronts the characters and demands that they name his killer. If they can do it, they are richly rewarded; both in treasure and the knowledge that they let a good man finally find rest. If they fail, they must face the chilling wrath of the deathless phantom. The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level) This adventure will find the characters traveling into the foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and ladies never return from their excursions to the Answin Hunting Lodge, the characters must investigate their mysterious disappearances. The journey leads them into the figurative heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also plunging them into the harrowing abyss of hatred and greed. The Missing Pin by Alex Kammer is a 2nd-level adventure designed for 4 to 6 characters. In the Lost Lands setting it takes place in the Unclaimed Lands north of the Borderland Provinces at the point where the Great Amrin River meets the Glimmrill Run. At the confluence of the Great Amrin and Glimmrill Run rivers sits the small town of Gumspur, a small backwater town known only for its convenient location and its only real export, pottery. So, when an audacious theft victimizes one of the leading families of Gumspur, a group more capable than the local constabulary is needed. On its surface, what looks to be a simple theft conceals a much deeper and much more dangerous conspiracy. In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) In this open “seek and destroy” adventure, a relic from the prehistoric past — a mystical prison containing a powerful proto-dragon and other creatures from long ago — has been flung forward in time to arrive at the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, fractures upon arrival, breaking into several shards that fall to the land below. Soon, the prehistoric menaces trapped within wander out of their broken prison to threaten the realm. The characters must search for the five shards and destroy them and their former prisoners, then confront the now-free proto-dragon before it recovers its full strength. War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level) This adventure can pick up where Between a Rock and a Charred Place left off or stand on its own. Erod Flan weathered the dark folk’s storm, yet the conspirators are not done. Their focus now turns to the critical outpost of Tyr Whin. The characters and the outnumbered defenders must somehow stop the hobgoblin warlord, Grugdour, and his army from overrunning the citadel and opening a beachhead for invasion into the Stoneheart Mountains. A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level) This module takes the characters across the Stoneheart Mountains onto the forbidding Feirgotha Plateau to investigate the myths and tales surrounding the ancient and presumably deserted Library of Arcady. The PCs soon discover that the venerable building is not as abandoned as originally believed, and its unusual caretaker keeps more terrible secrets than any of its fabled lost writings. Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Strange things occur after a meteor streaks overhead in the night sky. Combining elements of a fairy tale with elements of cosmic horror, the characters will confront a community of these evolved animals with evil plans that involve finding the fallen star and confronting an unknown entity. Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) When a wagon train fails to return from a supply run, the characters must investigate what happened to them and the riders that were dispatched to find them. The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) A once-imposing residence called Coltherstone Hold was abandoned years ago, and in the decades since, a fantastic amount of vegetation has grown up the walls and rooftops, covering the structure. Many of the plants are dangerous — deadly, even — and reclaiming the hold will require more than just a few machetes to chop down some weeds. Much worse, a few of the plant specimens possess intelligence as well as an undo degree of malevolence. They’ve infested a nearby village — all but burying it in overgrowth — and have absorbed a few villagers along the way. Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level) The Dragonmarsh Lowlands is a forsaken land blighted by the vile demon lord Tsathogga and countless foul denizens. When Quaywright Fishery inexplicably falls silent, it takes those of stout heart to determine what dire fate befell the former inhabitants and what monstrosity now lords in their place. The grisly carnage leaves even the most seasoned adventurers shaken to the core, as they witness firsthand and may personally experience what it feels like when the tables turn against humanity. Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level) The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds. In his warped mind, only more violence can garner his freedom, placing the innocent descendants of his long-deceased conspirators — and an entire region — in his crosshairs. A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The characters explore a village to locate the lair of a monstrous murderer — but the villagers don’t want the murderer to be discovered. The Archdruid Cadrryn is so old and mystical that his very presence often affects the natural world around him. Over the years, his close association with the region’s quail population has bestowed upon the birds a sentience uncommon to normal avians. With slightly advanced intelligence, the quail now act as local sentinels, reporting back to Cadrryn on all matters that transpire in his domain. But the druid has been away for more than a fortnight on business of the Druidic Order of Oescreheit, leaving the quail to decide on important events without his wise hand to guide them. When the birds learn that a sinister force has infiltrated the nearby village of Eorls Gedreas, where many of them roost upon the thatched rooftops, the quail convene to determine a way to fight back. Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) This location-based adventure is centered on a ruined, long-disused stone keep in a temperate wild forest area (possibly not far off a caravan road or forest trail). The characters will be able to explore the ruins of the keep, which have become a plant colony, and attempt to wrest a powerful treasure from the clutches of the araunglyd, a gigantic sentient fungus. The araunglyd will attempt to thwart the players at every turn, using its drone-like minions to harass and hinder them as they go. Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level) This adventure takes the characters on an exotic cruise in a parallel reality known as “the Real World”. During a stopover, they find themselves on a museum tour where the vivid paintings draw them into a world of fantasy. Also available for Pathfinder and Swords & Wizardry
The search for a missing girl leads PCs to uncover the re-emergence of a dangerous cult of Serpentfolk. This is a low-combat adventure, mostly requiring roleplay and investigation. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.
Far to the west, beyond civilized lands, lie the Tolomak Islands— volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media
A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own.
When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?
The autumn wind whistles and blows through the branches of now barren trees. In the light of the harvest moon, orange and red leaves can be seen dancing through the streets; a tell-tale sign of winter’s approach and summer’s end. As the party leaves the local tavern to make their way to the inn of this small village, they have chosen to stop at for the night, they hear strange chants originating beyond some thick bushes to the south of the village. Jet black clouds begin to form and swirl above what appears to be firelight in the distance, and a woman’s scream echoes out, pleading for mercy…
You found the treasure you were seeking. Now you have to escape from it. A change in perspective makes all the difference. Sheltering from a storm in a wayhouse, the PCs fall foul of a powerful magical relic. They must navigate their way through an unfamiliar environment populated with changed creatures in order to free themselves from its influence. Pgs. 42-63
This item was originally created for MaceCon 2018 but has been rebranded as part of the Artifact series. The party meets with the religious leaders of Liverpool and are tasked with recovering a three part artifact known as the "apparta". Their journey takes the PCs through time and space with some rather high level obstructions to deal with!
Precis Intermedia brings back this follow-up to the first known commercially-published adventure (Palace of the Vampire Queen) for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Dwarven Glory provides 8* map sections that can be arranged as desired and containing pre-factored creatures and treasures (in other words, this is essentially a geomorphic stocked dungeon). While hit points are provided for the creatures, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. At one time, the community of Dwarven Glory was a thriving and wealthy one. The community became easy prey for Mortoc and his Ten Orc Tribes. Although the Orcs conquered Dwarven Glory, they could not completely destroy it. There were parts of the caverns they did not even penetrate. Now the caverns echo in the misty gloom, offering refuge to the forgotten and promise to the adventurer. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Dwarven Glory has been remastered for a clean print, and is readily available at a low cost. * The original printing included only 7 map sections, designated Sections B through H. The mythical Section A has been added as a bonus. Wee Warriors and The Dwarven Glory are trademarks of Precis Intermedia. All rights reserved.
The PCs have traveled to the Nine Hells to confront an outpost of devils responsible for slave raids on their homeland. In this realm of burning ash and fire-streaked skies, the infernal legions prepare constantly for war. Pgs. 138-143