The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.
The Hyqueous Vaults is a site-based dungeon with water and necromancy themes, some tricky/puzzling situations, and plenty of opportunity for combat. A challenging and lucrative module for 6-8 characters, averaging 3rd level. A centuries-old map leads to a mysterious cliffside complex, rumored to be flooded, and supposedly holding a dead necromancer’s fortune. Sages believe the arm-length metal implement accompanying the map must be some sort of key. The complex stands ripe for exploration by a party sufficiently strong and sneaky to wrest any treasures from the depths within. Written in celebration of OSRIC’s 10th Birthday.
Guilds Town is in the middle of Dravens, a province of the realm of Shrave. 50 years ago, the neighboring dwarven province of Kiernard rebelled and tried to overthrow the green dragon Shrave who rules the realm. They failed and their province was dissolved. Dwarves who left the province mostly fled to Dravens, and are called Nards as both a racial slur and a stigma of their people’s dishonor. Guilds Town are the ones really in control of the province and are the current opposition of the Dravens nobility. In recent times, corruption and crime in the city have risen to new heights as 4 cults compete for control of the city and their citizens. Published by NaturalCrit
A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.
The village of Sacrabad is a wretched place. Dark rumors abound concerning its steward, “His Lordship” Nim Sheog, who rules the place through terror and cruelty. Merchants who have passed through Sacrabad tell tale of how chaos thrives while the good folk wallow in misery. Nim’s guard are no more than a well-paid gang of thugs, hired to enforce his relentless and often bizarre laws and what’s worse, they seem to be in league with a nearby band of goblins, The Yellow Fang, who are often left to terrorize the villagers without reprisal. It is rumored that Nim keeps the rightful and lawful lord of Sacrabad locked away in the dungeons of the keep, the ominous Black Tower. An imposing structure that once afforded the village protection, the Black Tower has become a symbol of tyranny. But there is hope on the horizon. Hope in the form of a secret society who conspire to rescue the rightful lord and overthrow Nim and his guard. Can our heroes champion the cause? Tyranny of the Black Tower is a short (single session) adventure module. It is a classic “rescue operation” complete with a strong villain and espionage intrigue. It is an ideal one-shot adventure with room for expansion into an ongoing campaign. Bonus side-trek hooks and a bonus dungeon are included as a means to build up low-level parties. This module is setting-generic and can be dropped just about anywhere in the multiverse. Published by Verisimilitude Society Press
Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie
One page adventure, one page map. A necromancer desiring to increase her undead army has unleashed a zombie horde on a remote village. Patch, one-eyed dog of Duff the blacksmith, survived the village massacre which turned most of the inhabitants into zombies. The dog lost his eyepatch in the confusion. If a Speak with Animals or similar spell is used or if a character can read animal emotions well, Patch may tell the location of some of the zombies and the massacre's survivors. Adventure hooks included. Published by Wicked Cool Games
We’re a rumor, recognizable only as déjà vu, and dismissed just as quickly. We don’t exist. We were never even born. Anonymity is our name. Silence, our native tongue. We are no longer part of the system. We are above the system. Over it. Beyond it. We’re “them.” We’re “they.” We are the Elves in Pink. The EiP headquarters has been compromised. Can your intrepid band of adventurers determine what happened and take back the facility before it's too late? A 6-10 hour adventure for 11th-14th level characters
Trailer: https://www.youtube.com/watch?v=DMof0oYyfVI The people of Vesswood suffered many moons at the hands of the nocturnal demon-worshiping Werewolves of Werdenthal. Spawning from an ancient monastery hidden deep in the old wood, this cult of bloodthirsty beasts grow their pack by infecting nearby villages with their curse. A hefty bounty on each werewolf pelt was set, luring in bands of mercenaries, specially equipped to combat lycanthropes. Dozens of monster hunters tracked the beasts into their lair & assaulted the monastery from all directions. However during the hour of victory, the accursed wolfmen conjured foul magic that caused a cataclysmic earthquake upon the monastery, wiping out hunter & monster alike. Now the monastery lay in ruins at the bottom of a pit of bone, rubble & carrion... with all those pelts, silvered weapons, powerful relics & lycanthropy antidotes left unguarded… hopefully. Includes: 40+ pages and 24 areas of adventure! (4-6 sessions of gameplay) Adventure site offering a multitude of ways to approach & conquer it. An isometric map for players to plan their descent. New Grotesque, Dangerous & Powerful monsters New Magic Items filled with Forbidden Power Starting Village of Vesswood Simple rules for lycanthropy. Night & Day cycle that greatly impacts the adventure site. About: Pit of the Flayed Wolfmen is a location-based adventure centered on exploring a recently decimated hideout of a cult of werewolves that has been taken over by a necromancer on a mission of vengeance against nearby settlements. Designed for Shadowdark characters of levels 4-5. The party will likely be seeking a cure for lycanthropy before the first full moon sets in. On this journey they are likely to fight grotesque undead, bargain with werewolves & evade the deathly gaze of a vengeful necromancer!
The party finds themselves in a town being plagued by goblins, but not ordinary goblins - these goblins are zombified. Many of them are missing limbs and dripping with rot, but they still march to town with powerful intent. The party must help track down the origin of this plague - a Necromancer whose Blight Stone has been stolen by a group of mischievous kids who thought it would be fun to mess with the strange old man out in the woods.
The heroes have spent the last several days in the quiet, secluded town of Relvaunt. Relvaunt's vineyards, wines, and scenic beauty are the subject of bards's songs, and many travelers journey long miles to visit them. Another site receives far fewer visitors--several miles east of town, partially obscured by woods and hills, stands the wondrous Castle Freitstein. As the heroes depart the town in search of adventure, an elderly couple approaches them. The woman suddenly clutches her chest and collapses in the street and the old man calls out to the heroes for help. Includes castle random encounter chart, a map of castle grounds and isometric castle level maps (four main levels, a tower level and a cellar level).
For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson's does not rest quietly, and the local cult of Graz'zt has plans for the coming monstrosity. A D&D adventure for 1st-level characters.
This is a short adventure than can be completed in a single session, for 4-5 players of 1st level. The old church at the edge of town has long been abandoned, but a week ago several robed figures arrived in town and have taken up residence in the old church. Since then, the townsfolk claim to have seen a strange mist around the building, and several folks have gone missing. Little do they know, these cultists have awoken a long dead necromancer, who seeks to bind a dark power to its will.
A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Pgs. 14-47
The city of Stonewood has seen a number of strange disturbances of late: grave robbings, disappearances, and recently a spate of murders. Adair Wyatt, a local merchant, has asked you to help him find his missing brother Dayton. His last known whereabouts? Stonewood's necropolis, where he works as a gravedigger... The Graveyard Shift is the first in the Adventure on Tap series. The adventure centers on the city of Stonewood but can easily be transferred to any medium or large settlement as long as there is a graveyard nearby and access to a local forest. The adventure was designed to have an equal balance of combat, exploration, puzzle, and role-playing encounters.
Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…
The Boneyard is a 3- to 4-hour adventure for characters levels 1st to 4th. It features a flavorful setting, memorable roleplaying, oddball and depraved NPCs, interwoven storylines, and macabre combat encounters! The adventure also includes 3 new NPC stat blocks. When darkness falls and the iron gates close behind you, the dead come out to play!
A one-shot adventure for level 1 characters, in which the party must investigate a series of mysterious happenings at an old, abandoned manor house on the outskirts of a small town.
A desperate ghost, a plea for help, and a forgotten crypt filled with peril and plunder. This is a tale of past conflicts, where blood magic has left a foul and dire aftermath, and time is of the essence. Maps and illustrations help guide you through rugged wilderness to re-discover a tomb lost to all but its denizens - creatures enslaved by an unholy item or awakened by its looming threat. Published by Roan Studio
Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?