The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47
For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.
Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.
The trail leading from the Fane of the Whispered Fang has grown cold, but you can still taste the machinations of the yuan-ti in Chult’s humid, stagnant air. Because of this, you must venture deeper still into the jungle and petition the aid of an unlikely ally—the fabled Ramshackle King. His assistance is crucial to the effort to save Chult! A Four-Hour Adventure for 11th-16th Level Characters.
Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
This adventure introduces characters to the land of Barovia. It expands what we know about the lands around Castle Ravenloft and sheds new light on the dark past of the castle’s lord. Players will investigate mysterious happenings in a small haunted house in Barovia.
Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however; the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part Six of Misty Fortunes and Absent Hearts.
Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)
Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.
On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor. But choosing sides between the Chimera and the Three Brothers is not easy matter. If the chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago. Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne? This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play. TSR 3118
The Black Rose Inn has a spectral resident prowling its halls and a cultish secret under its floorboards. Can the characters delve beneath the Black Rose and bring closure to a decades-old tragedy? Beneath The Black Rose is a haunting horror adventure for 6th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A ghostly mystery and a murderous cult -Two new monsters to bedevil your players -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Finish up this Dwarven Forge world of Mythras trilogy in the epic conclusion of The Hidden Valoria Campaign. Master your occupation of the neighborhood of the Patina Court. In this climactic end your players will fight paralyzing hate crawlers, kobold trap masters, spiders, and even a dragon and a mummy lord before a final betrayal awaits This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
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
When the mysterious Gauntlight, an eerie lighthouse located inland from Otari, glows with baleful light, the people of Otari suspect trouble. The town’s newest heroes must venture into the ruins around the lighthouse—and delve into the dungeon levels far beneath it—to discover the evil that Gauntlight holds. Hideous monsters, deadly traps, and mysterious ghosts await the heroes who dare to enter the sprawling megadungeon called the Abomination Vaults! Content Warning: Does contain themes of suicide.
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.
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.