๐๐ฌ ๐ฒ๐จ๐ฎ๐ซ ๐ฉ๐๐ซ๐ญ๐ฒ ๐ญ๐ซ๐๐ฏ๐๐ฅ๐ฅ๐ข๐ง๐ ๐ ๐ฅ๐จ๐ง๐ ๐ฐ๐๐ฒ ๐๐ง๐ ๐ฒ๐จ๐ฎ ๐ฐ๐๐ง๐ญ ๐ญ๐ก๐ ๐ญ๐ซ๐๐ฏ๐๐ฅ ๐ญ๐จ ๐ก๐๐ฏ๐ ๐ ๐ฅ๐ข๐ญ๐ญ๐ฅ๐ ๐ฆ๐จ๐ซ๐ ๐๐ฅ๐๐ฏ๐จ๐ฎ๐ซ ๐ญ๐ก๐๐ง ๐ฃ๐ฎ๐ฌ๐ญ "After travelling for a week you make it safely." This module adds a small side adventure for a party on the road; ๐๐๐๐ข๐ง๐ ๐ญ๐ก๐๐ญ ๐ฆ๐ฎ๐๐ก ๐ง๐๐๐๐๐ ๐๐ฅ๐๐ฏ๐จ๐ฎ๐ซ ๐ญ๐จ ๐ญ๐ซ๐๐ฏ๐๐ฅ ๐ฌ๐๐ฌ๐ฌ๐ข๐จ๐ง๐ฌ. This module centres around a deceptive hut that looms besides a lonely forest road. ๐๐๐ฌ๐ข๐ ๐ง๐๐ ๐๐จ๐ซ ๐ ๐ฉ๐๐ซ๐ญ๐ฒ ๐๐๐ญ๐ฐ๐๐๐ง ๐ฅ๐๐ฏ๐๐ฅ๐ฌ ๐-๐. If you enjoyed this module please take a look at my other modules. https://www.dmsguild.com/browse.php?author=Tanner%20Johnston
Introductory adventure to the 3.5 system for up to four 1st level characters. The adventure takes the party through a typical dungeon setting, leading to the lair of a Young Blue Dragon.
Ever wanted to face the cold, dark, and dangerous unknown without the advantages of a fantasy hero? This is your chance! Fifth Edition Funnel puts a spin on character creation. In the Funnel, each participating player quickly generates several 0-level characters blessed with the abilities and low survivability of your average commoner. Those that survive will be promoted to 1st-level heroines and heroes. The Funnel bonds characters over common challenges they meet and (hopefully) overcome. The surviving 1st-level characters share a common origin as adventurers. Instead of merely rolling dice, there is a trial by fire where average people succeed against the odds to do something heroic (or hide under a table in a tavern).
You don't know where - or what - you are. You wake up in a dungeon. But how did you get there, and why? This adventure is for a solo paladin character, on a quest to gain a war horse. The character is suffering from amnesia and believes him/herself to be a normal fighter to begin. The quest begins with the character in the middle of an adventure in a dungeon, but not remembering how they got there. After defeating several undead including an intelligent zombie leader, the paladin gains a magic stone to summon a paladin mount. Pgs. 28-35
Barrow of the Culder is the initial adventure in the dangerous land of Provincia. Carrying on from this monthโs free adventure, this scenario brings the adventuring party together in the small community of Merrydale. Two PCs will be meeting on the hill outside of town and then move forward to find additional members of the group as well as their first challenge. One PC will have received a job to find a missing minor artifact and have orders to gather any assistanceโฆhence the party forms and has a common goal! After gathering their equipment they will follow a hidden trail to the final resting place of the feared warlord named the Culder.
Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.
As you begin your travels to fame and glory you have discovered the road is actually paved mostly with dirt and boredom. You have heard of the caravan attacks at Feastelburg and have begun to make your way to fame and fortune. As light begins to fade from the sky you have come upon a sign welcoming you to the small lake community of Crystal Shores. What appears to be a smoldering funeral pyre is near the lakeโs edge and a small group of children play near the road. Your journey to the caravan raiders is halfway there. A few more days and you will begin your life as adventurers!
The temple of dawn was once a place of miracles and wonders, the jewel of its valley. Now itโs nothing more than a folk tale hidden in lullabies and tall tales of boastful hunters. But not everyone has lost faith in the Goddess of Dawn. In this brief adventure, for 3-4 adventurers of level 3-5, Kendrick Rosenbud asks the players to retrive a gem belonging to his family from the temple of Aurora. After some days of travelling the party reaches the temple. from here on out its the players job to discovere the hidden room with the gem and take it back to Kendrick.
Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorlโs control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 charactersโoptimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!
A level 2โ3 sewer adventure by Glynn Seal. PCs plumb fetid sewers and recently-revealed secret halls, in search of a lost worker. In these forsaken chambers, they may find answers and treasures, but may also come face-to-face with a bloated monstrosity and its depraved followers. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"
"The Alchemists' Guildhall" is a rusalka lair suitable for four or five 6th-level characters. This adventure can be completed in one session.
Fight on the Beaches is the second of a collection of plug-and-play combat encounters for your 1st-Echelon Draw Steel campaign. These encounters are not strictly contextualized in any narrative. They are not adventures themselves, nor are they carved from any over-arching adventure. They're adventure-agnostic, so that you can just plug them into your own adventures and PLAY! Two encounters are enclosed. Each encounter consists of: - A map ready for use in VTT - A reference map for the Director - Some number of victory point conditions and mechanics of the encounter - Three monster tables (one for each level) for parties of 2-6 heroes. - Tips for monster tactics at each level In This Set: 002A: Wash Out the Coastal Ruins - Fight above the waves in ancient ruins guarded by lizardfolk, bugbears and angulotls, or wode elves! Features a very dangerous new dynamic terrain object. 002B: Summon Goxomoc - Hold back hordes of demons while summoning the Protector of Ix! Multiple zones of control, waves of enemies, a very complex fight designed to take 5 rounds.
This is the second episode of The Black Tower, designed for use with Rolemaster or AD&D. The first part of the scenario appeared in issue 1 of ADVENTURER.
Framed by the Covenant of the Knife and thrown in the notorious Blackmaw Prison, Karl Manderholm awaits his execution at the hands of the deadly assassinsโ guild. In order to save him, the PCs must enter Blackmaw in the guise of lowly prisoners and expose the one man who can clear Karlโs name, the Shadowmaster of the Covenant himself. Pgs. 34-50
(2017 ENNIE Awards Judges' Spotlight Winner!) THE MOST AWESOME ADVENTURE EVER Since the invention of the adventure module, there have only been five adventures that were rated the most awesome, the most epic. Broodmother Sky Fortress leaves them all behind. Itโs got these creatures that are half shark. Half elephant. All badass. They fly around in this cloud fortress, wrecking everything in the campaign until the players step up to stop them. Itโs all terribly exciting! And all brought to you by none other than the world-famous Arch-Mage of Old-School, Jeff Rients! As an added bonus, weโve included a Greatest Hits of the olโ Arch-Mageโs essays and game tools to build your campaign into the unstoppable juggernaut youโve always wanted it to be. Your game wonโt suck anymore! Broodmother SkyFortress: Buying any other adventure is just throwing your money away (includes "3.PF" edition stats by Jukka Sรคrkijรคrvi because somebody somehow convinced me that would be a good idea back when this thing was being crowdfunded) Writing by Jeff Rients Art by Ian MacLean Graphic Design by Alex Mayo Cartography by Jez Gordon
Adventure in a wizard's highly magical tomb. While still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote FโChelrakโs Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, โItโs the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. Itโs always the adventures.โ
The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series. WOTC 88167
You are hired by a mine operator to retrieve the mine's gnomish engineer who has barricaded himself in the mine's lower reaches. But there's more going on than just a crazy gnome and his robots sabotaging the mine. You'll need to explore the forest, build alliances, and brave a rollercoaster ride on a mine cart to get to the bottom of this adventure (pun intended). This is a gamebook-style solo adventure that you can play in your browser. You make a 2nd level character sheet, roll your own dice, keep up with your inventory, spells, and HP, and are on your honor to be honest. It's all text-based with some public domain illustrations, and you click on options as you make decisions and roll the dice.
Word has reached your ears that a relic weapon is nearby and at the ruins of Linthar Keep. Once a bastion of humanity the remains of this fortress is now home to roving bands humanoids that have been attacking nearby communities. Can your young adventurer brave the dungeon of the old keep and find the riches others have been unable toโฆ..the famed SKULLCLEAVER blade!
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