The village of Saxham has been struck by a terrible curse! Or perhaps it’s being terrorized by demons, ghosts, and the undead? Or… was there a terrible storm? Maybe? No one seems to know exactly what happened here. But the villagers are terrified, bizarre monsters roam the forest, and strange lights strike the woods every night at midnight… ADVENTURE TYPE: Small Sandbox Mystery DESIGN NOTES: This adventure includes a small village, several wilderness areas, and a simple network of tunnels to explore. Each area contains various encounters and unique magical items. There are many opportunities for combat, but it is possible for players to explore every area and complete every interaction without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, original creature stat blocks, original treasure/items, area overview map, and illustrations. Produced by Dungeon Age Adventures
Summoned by the ruler of the Moonshae Isles, the adventurers are asked to seek out the five lost Temples of the Earthmother. A 12 hour adventure for 5 players of 1st-3rd level characters.
Bugbear Fight Pit is a mini-adventure with a single main encounter that follow the Bugbear Jeeshank tricking the players into a trap with the challenge of single combat to stop his activities. If the players fall for it, they will be faced with a large number of ranged attacks, and additional clever tactics and use of the terrain. Pgs. 15-17
Look who's dropping in. A short encounter with a most unusual boarding party. A ruthlus pirate has been terrorizing a local port and it is up to the party to hunt him down and capture his ship. Pgs. 30-33
A loyal band of adventurers must find the Horn of Kiri-Jolith, a powerful artifact that could help turn the tide of the War of the Lance before the forces of the Blue Dragonarmy claim it. They must delve into the ruins of Castle di Garinoc - the home of Lord Kiril Garinoc, a Knight of Solamnia who perished 300 years ago in the Cataclysm - and recover the horn before the Blue Dragonarmy arrives and claims it for their own! Dragonlance: Quest for the Horn of Kiri-Jolith is a 5-7 hour adventure for 5th level characters. Inside Quest for the Horn of Kiri-Jolith you'll find: A multi-chapter adventure heavily-researched to fit neatly with previous canon and into the larger story of the War of the Lance. Exploration through a ruined castle from before the Cataclysm. Encounters with draconians, goblins, the ghostly lady that haunts the castle, and a final siege battle with the Blue Dragon, Swiftbolt! Unique versions of classic enemies and magic items to use in your own campaign. A foundational adventure designed to start a larger Dragonlance campaign.
An exploration one-shot adventure for fifth edition planned to be played by 4 to 6 level 2 characters. The group must explore the underground of a small tower to recover an artifact known as The Iridium Dagger, only to escape from there in a hurry. Content in english and spanish Published by Victory.RPG
When a group of archaeologists put out a call for adventurers to help them escort a valuable artefact back to civilization, nobody expects anything out of the ordinary. However, our heroes have more than mere bandits to deal with at Havel’s Cross... Undead monsters roam the night and an ancient artefact stirs within a long forgotten temple. Getting to the bottom of the mystery will require a strong sword-arm and an even stronger stomach.
Abridged description from DriveThruRPG.com: From award-winning RPG podcaster John Grana comes a new supplement for the Pathfinder RPG: a sprawling goblin warren and the tribe that inhabits it, fleshed out in full detail and turned into a campaign setting for goblin player characters. Within Bloodmoon Goblins is all the information a gamemaster needs to bring a goblin campaign, full of action and intrigue, to life.
This dungeon is a tower inhabited by a goblin tribe, who is performing a ritual to gain the aid of their god. This adventure is perfect for any adventuring group. It pushes adventurers to be more thoughtful about their decisions, especially before and during combat. It is perfect for a one-shot but is meant for a starting dungeon for the players to go from level 1 to level 2.
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
A horror fantasy adventure for 3-5 1st level characters The hunched beast prowls the forest, sniffing at the still air. The roiling sky flashes and thunder breaks the silence. The time is near and the beast senses it. The monstrous form bounds toward the darkened village, a demonic howl in its throat... Shipwrecked on a perilous shore, a group of adventurers stumble into a blighted land and come face to face with a great black beast with a terrible curse. Can they unravel the mystery and solve the Barghest's curse before it’s too late? - 58 pages, 10 locations, 10 dungeon rooms - 2 new spells and 5 new monsters - Over 20 original illustrations - Inspired by English folklore - Emphasis on exploration, interaction, and usability
An introductory adventure for both new players and Old-School veterans alike. Explore an insect-haunted thieves guild secreted beneath a lighthouse. Claim the loot but beware the Skitterlord! 25 keyed locations Written for the Old-School Essentials (OSE) rule system
The Goblins of Kaelnor Forest – Adventure This first level adventure takes the adventurers into the Kaelnor Forest. While the eastern side of the forest has long been the home of the forest elves, the western side is infested with goblins, boggarts, spiders, and more. The adventure takes players through the forest, investigating a rumor of raiding creatures. They begin in South Hollow, a farming community south of Ferryport proper, and will travel deep within the dark, enchanted woods. Are there supernatural creatures in the woods taking the farmers’ stores? Will they survive the strange fey forest? The adventure comes with 5 pre-made Uteria player characters, so players can jump right into the adventure.
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.
A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!
The battle against the slavers continues! You end your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of It! Second part of Scourge of the Slavelords (A1-4) TSR 9040
A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system
A gang of ogres is raiding a farming community, stealing crops and livestock, and advancing closer and closer to the town, and the townsfolk need your help!
The characters, members of the Clifftop Adventurers’ Guild, have been tasked with acquiring the Chains of Mur’taal, an artifact tied to Thelanis, by their guild handler, Lhara. This artifact is the latest in a series that Provost Nigel Faurious has commissioned the Clifftop guild to retrieve for him. The adventure starts when the characters arrive in Rhukaan Draal via Orien caravan. They’re given a chance to explore a small portion of the city before they head to a local bar to meet their contact provided by Lhara. Accompanied by a local guide, they make their way to the Seawall Mountains, where they’ll have to follow clues and their intuition to find the Valley of the Hero, which conceals the artifact that they’ve been hired to obtain. In order to earn the artifact, characters must first pass three tests laid before them by the Story: The Test of Courage, the Challenge of Wisdom, and the Trial of Honor. Once they finish the tests and collect the artifact, the party heads back toward Rhukaan Draal. But there are Marguul forces in the area, and they don’t intend to let the heroes escape with a priceless piece of their folklore…
The Abyss Approaches! Something wicked—and monstrous—stirs around the rugged Isgeri town of Saringallow, where the hated legacy of noble Chelish diabolists runs deep. With the recent disappearance of several apprentices, the nearby menace of particularly grotesque goblins, and the unsettling rumors about the old Sarini Estate, Mayor Sandra Trinelli knows that she needs help, and she needs it fast! The heroes must confront one of these crises, or all three, if they hope to stem the tide of darkness that looms. Before too long, the heroes discover that villains with ties to the Abyss have set their sights on Saringallow, and won't rest until the settlement and all its innocent inhabitants fall victim to their madness-inducing predations! Gallows of Madness is a 64-page, highly versatile collection of three adventures for 1st-level characters. Each adventure also includes scaling information for parties of 2nd-level characters. Written with beginning Game Masters and players in mind while also providing challenging content for veterans, these adventures can be prepared quickly and run separately or in any order. For GMs who wish to run a deeper, more narrative game, this volume also offers an overarching timeline of events and detailed tips for running these adventures as a cohesive whole. Bonus content includes new monstrous foes and a gallery of NPCs to help easily connect the adventures, plus a gorgeous double-sided poster featuring an overview of Saringallow and a miniatures-scale battlemap!