Ducklings. It's not too late too close this page, and go and find an adventure about happy-go-lucky halflings, or emotionally stable young adventurers. This is not that story. You can still walk away, and find some other engagement that your players will forgive you for running. Open this little document, and you will be introduced to the wretched streets of Elysium. Home of aberrations, mystery and futile quests for meaning in the drowned streets of the tortured city. Escape is unlikely. Enjoyment fleeting. I implore you, turn away and don't look back. Mind flayers stalk streets plagued by invisible death. Curses bubble from ancient evils sleeping beneath the water. Questions lead to questions, which evolve into answers you will only regret asking for. Go whilst you still can. There is nothing here for you but death. Prologue: Welcome to Elysium Chapter One: The Crooked House Chapter Two: The Broken Prison Chapter Three: The Temple of the Gaunt Silhouette Chapter Four: The Grand Library Chapter Five: The Adamant Asylum Chapter Six: The Dancing Spider Chapter Seven: The Undercity An adventure for characters of level 15+ Contains: An introduction to Elysium, a Ravenloft domain filled with eldritch mystery and drowned secrets, including Life In Elysium, The Rule Unspoken and the Marks of Horror that set Elysium apart. Guidance on Madness in Elysium, with Elysian Madness tables for your horror/amusement. A list of Elysian locations, some of which will be expanded in later releases. Elysian random encounter tables, day & night. An Elysian Wild Magic table, miserable magic items and tragic trinkets. The first installment - The Crooked House, in which we meet the Duchess and her parade of dead husbands. The seconf installment - The Broken Prison, where the shadows of gods walk amongst men The third installment, The Temple of the Gaunt Silhouette, where broken fragments of reality are reached by strange avenues. The fourth installment, The Grand Library, where the things we wanted to forget prove impossible to truly banish. The fifth installment, The Adamant Asylum, where medicine and madness meet. The sixth installment, The Dancing Spider, in which there is no rest for the wicked. The seventh installment, The Undercity, where your worst suspicions are confirmed. Three new character backgrounds: the Eldritch Detective, the Information Broker and the Tempter of Fate. The long-suffering Elysian character race, with two subraces. The first One Page Woes collection, included here for your convenience, which contains thirteen reasons to be thoroughly miserable.
Travellers are going missing on the Long Road, on the 100 mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet... Inspired by a Clark Ashton Smith story.
In the frozen wastes, one can find wealth, beauty and one's own death. A deadly hunt deep in the arctic wastes Pgs. 11-26
The dead are all mad in this place. Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity — a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl — who now looks exactly like his older brother. Join them. This heavily revised and greatly expanded deluxe edition of The Cursed Chateau is an adventure for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Death is just the beginning.
Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge?
Set in the hamlet of Stillroot, players arrive seeking rest and find rot. The townsfolk are kind. The inn is warm. And the bodies are already being used. This issue includes: Detailed hamlet with keyed locations designed to fit into any campaign An inhuman antagonist that puppets the dead with shadow-tendrils Simple mechanics and maps for tracking how shadows spread 24 pages. Easy to drop into any ongoing game, just tell your players they’ve finally found a place to rest.
This book goes over the various rules around the faction of the Order of the Gauntlet in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with exploring the depths of the Old Owl Well.
In these lands of eldritch goo, it's a fine line between victory and a sticky situation Tzork, the sentient globe of glass, wasn’t exactly born from a grand spell—it was more of a cosmic "oops". After a backstabbing disciple named Theridus offed his master and snagged the relic, he promised his followers unimaginable power. But instead of turning them into terrifying demons, Tzork turned them into puddles of goo. Now, the once "glorious" cult's mansion is less a temple and more a swamp of melted, failed adventurers, attracting only the most reckless of treasure hunters. 'Morass of the Melting Men' is an adventure for Knave 2e, suitable for low-level PCs. The adventure revolves around an extremely powerful sentient magical item that has gone out of control, melting all the nearby people and turning what was once an evil temple into a swamp of slime, filled with bones and eyeballs. In Morass of the Melting Men, players enter a location flooded with a magical liquid exuding chaotic energy. The longer the PCs remain within the swamp, the more they suffer the unexpected effects of this alien magic. Step inside this morass if you dare — goo and treasure awaits... but mostly goo What you'll find here: A complete 40-page adventure A 20 room dungeon map Several new (and bizarre) magic items such as the magnificent Tray of Force and the powerful Theridus' Head. Several wild random tables of weird and gooey outcomes
From the magazine: "Before you know it, you've walked right into someone else's adventure." A villainous warden (after being banished to the Abyss in a duel) returns to the trading post of Strathern Point with a cadre of demonic soldiers. The players find this trading post abandoned save for several Abyssal hordlings. After clearing the hordlings, the warden reappears in the form of a bodak, and is set on vengeance upon the person who sent him to the Abyss.
Everybody's a fool for a lost kid. He wanted power but settled for scraps - for now. The outcast wizard Lertol has adopted two leucrotta, and their team is ambushing passing travelers and robbing them with no-one the wiser. The players first fall into this trap when the leucrottas mimic a lost child and a search party in the middle of a night at camp. If the players leave to investigate the voices, the wizard loots the camp while they are gone. The players can then follow the wizard back to his lair and get their treasure back. Pgs. 48-49 & 28
"Something is weird about this party in 16th century Scotland! A famous thief stole a magical jewel and hid inside a castle where a party is taking place. Enter the party, find the jewel, escape with your life. In the first half of the adventure, the player characters will explore a weird party in search of the thief Jougal. They’ll likely piece together that this party is not “normal” and that this castle is not safe. In the second half, the baobhan sith will reveal themselves, red caps will set the castle on fire, and the PCs will find themselves locked in a burning hellhole. The adventure will likely change from a fun party-crawl into a stressful fight for survival. This is the NIGHTMARE PHASE." This adventure blends elements of horror, survival, and mystery, requiring players to use both their combat skills and their wits to navigate through the treacherous and evolving scenarios within Firnhirst Castle. Written for Cairn RPG
Between the settled human lands and the orc-filled mountains rests the barony of Honshar. The residents have grown used to occasional orc raids, but now they find themselves facing a full-scale war. As if that wasn't bad enough, the orcs have kidnapped an important political figure from Honshar, along with a crucial magical item - the Silver Key. Unless the key is recovered, it could be Honshar's undoing. Both the key and the hostage are being held in the orc city of Krimba-hai, so getting them back will be tricky. However, there is a plan.... TSR 9508
While at times cliché there are few adventures better than an old fashioned trek into the ruins of a deserted castle. This adventure pits a new adventurer against the decades old remains of a hilltop castle that is “haunted”. The old keep was the site of a mighty battle years before that swayed the power in the area but now it is the crumbling remains of the once powerful Baron Sancrist. While the old fortress is supposed to be deserted the area farmers and villagers swear they have seen the dead walk the parapets in the moonlight. Well you wanted adventure….here it comes!
An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.
With a bit of experience under your belts, you roll into the small town of Windomere with the hopes of catching a ferry to the larger community of Sepopolis. Your initial greeting lacked a warm glow and you quickly discover why. Apparently a river pirate with the moniker of ‘Slippery Peat’ and his cronies have been causing quite a stir in the area. You have a bit of a layover…ready to do the region a favor?
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.
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?
Everyone in the city eagerly anticipates The Arena's opening at the end of every month. This month, an unexpected change to the lineup just days before is rife with rumours! The most feared and respected gladiator in history, Imhullu, the Dragon of Marduk, has issued a challenge to an unknown rival—a fight to the death on charges of heresy. Rumours of insults and slander are spreading throughout the Great Market, though the truth remains inscrutable. The crowds gathered outside The Arena are beyond belief; people must have come from every dimension. Gaining entrance to The Arena is going to be next to impossible. Also, you don't have a ticket! Fortunately for you, you haven't spent your youth in a particularly productive manner! Centred around a gigantic arena full of gladiators, your adventurers must brave the depths of The Pits evading and fighting strange, horrifying creatures, in order to gain entrance. Once inside, they must hold strong against social and political pressures in the hopes of finding a seat in time to watch the main event! But have they gotten themselves caught up in secrets best left alone? There’s only one way to find out!
His name has inspired fear in legions of heroes, and his cult has lurked in the dismal reaches of the world for countless ages. His minions are savage and feral, his worshipers vile and wretched. He is Demogorgon, and his temples are nightmare realms haunted by primeval menaces and hateful legacies from a time when the world was savage. And now, a vengeful death knight has discovered one of these lost temples—will the PCs aid him in his dark quest for revenge, or will they fall before the awakened host of the Prince of Demons? Pgs. 64-83
Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.