An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?
The characters are introduced to the coup occurring in Whitehorn and are tasked with warning a friend, whose family is involved, about it. (characters can choose one instrument as a reward)
As your experience is beginning to get noticed, a new problem has come to Lakedale. Reports of the profitable Andall Mine to the south is under attack by humanoids. Gather your cohorts…looks like it is time to go back to work and see if you can boost your fame!
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.
The bustling metropolis of Saydown City is the largest settlement in the Denali land and home to the current ruler King Pellet. As your party reaches the watery entrance a huge iron statue guards the docks. Upon closer inspection you notice that the item is actually a golem. After continued investigation you discover that the ‘heart’ of the creature has been stolen and you accept the job to uncover the loss!
Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele
War Dogs in the Woods is an adventure that scales between 4 to 6 first-level characters. There are three combat encounters and one skill montage, yielding up to four victories. The antagonists are a group of War Dogs preparing to assault a town. It can work as the kickoff for a War Dogs focused campaign, or to inject a little variety into an existing campaign. During a respite at an inn, a man barges in, declaring: ‘I found another one.’ It’s the latest instance of dismembered bodies in the woods. The townspeople ask the heroes to investigate what they think is a pack of dark wolves assaulting travelers. An examination of the site reveals dark wolf tracks, but also a new trail leading into the woods. During the first encounter in the woods, several unknown contacts, represented by “blips,” advance towards the heroes, and are eventually revealed as War Dogs. The heroes learn the War Dogs are part of a camp gathering to assault the town. From there, the heroes journey deeper into the forests, eventually finding and destroying the War Dog camp.
On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?
A 1st-level dungeon crawl heavy on exploration, factions, and sorcerous wonder for Shadowdark RPG! Go below the dripping ruins of Bittermold Keep to hunt for legendary treasures and face off against three competing factions that want to claim the Hideous Halls: the degenerate Bittermold family, the wild halfling Howlers, and the disgruntled mutant catfish. The characters might even encounter the abominable god-ooze, Mugdulblub! Winner of "The Best" rating from tenfootpole.org! View the adventure walkthrough video here: https://www.youtube.com/watch?v=mVJ-t7qMjPo This adventure is part of Cursed Scroll Zine 1: Diablerie! Inside the zine, you'll find cursed knights channeling demonic power, mist-addled forests where witches and warlocks stalk the trees, and crumbling castles housing ancient, eldritch creatures. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Learn more and download the free rules here: https://www.thearcanelibrary.com/pages/shadowdark
Days ago, a portal to the Elemental Chaos appeared near the PCs’ home city. Since then, it has grown into an enormous sinkhole that periodically belches fire and brimstone. The rip in reality threatens to overwhelm settlements and a nearby river unless someone ventures through and closes it from the other side. Pgs. 102-107
A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.
This quest is for a party whose members all perished in the same encounter. The loss of an entire party is hard to recover from and often spells the end of an adventure. However, with the assistance of the enigmatic Raven Queen, the party’s tale might not be over just yet. The characters must wander through the Fortress of Memories; confront their pasts, present selves, and possible futures to return to life. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
A shrewd, spell-using green dragon has taken over the deepest chamber of a limestone cave as his lair. The dragon has persuaded a tribe of troglodytes to live in the outer chambers as a sort of "protective buffer" in return for gifts of magical treasure. The troglodytes cherish the useless bits of magic without realizing their modest worth. The outer chambers of the cave are protected by the troglodytes, the beetles and centipedes the troglodytes raise as cattle, and wild creatures. The green dragon uses traps, illusions and magical devices to protect his inner chamber. Wyrmhaven is the second dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Everyone who went to opening night of the Monveau Theater's newest show has gone completely insane. Can the characters uncover the shocking secrets inside the theater and find a way to end the plague of madness without losing their own minds? The Horror Within is a cosmic horror adventure for 8th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A maddening mystery where the characters' sanity is at risk -A thrilling battle against an Old One in the lost depths of the city -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Kavalar Coppernight, a dwarf prospector, led a couple of dozen volunteers in a quest for rich veins of ore. Several months ago, they began underground mining operations, as well as a surface excavation for a small keep. Hearing of this development, the mayor of the nearest town sent two veteran militia members to investigate. They should have returned two days ago, and the mayor is growing anxious. The PCs are asked by the mayor to find out what happened to the two militia members. Pgs. 12-17
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?
Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.
In Prisoners of the Drow, a band of adventurers storm a drow outpost, confront the drow mage in charge of it, and rescue prisoners held within. The heroes must bypass traps and devious defenses to reach their goal and accomplish their mission. The adventure is designed for a party of five adventurers between levels nine and twelve. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here. This adventure is designed as the first in a two-part series. The second adventure Into the City of Spiders takes the adventurers into a drow compound far from the surface. https://www.drivethrurpg.com/product/247674/Into-the-City-of-Spiders
A short plug in adventure that can be used as part of a larger campaign or run as a one shot for Tier II or III characters. The Forest Forge is a secret dwarven forge under the protection of the Grey company of Dwarves. A secret organization that have sworn their lives to the protection of Moradin's blessed flame. However, through some trickery they have been exposed. Now the characters either because they need something crafted or because they are chasing the perpetrators find the forge's flame extinguished and only they can stop the fiends that are responsible. This adventure is ideal for for tier II and III characters. Playable as a one shot or the start of a larger campaign. The adventure comes with various maps, encounters and enemies that make this customizable for all parties based on your characters power and level as needed. The adventure comes complete with the following: - Full 13 page PDF adventure file. - 8 Parchment style DM and Player maps ready for VTT use. - 8 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629