This self-contained game gives you and your friends the experience of playing the Dungeons & Dragons game in an easy-to-learn format. In this Fast-Play Game, you and your friends take on the imaginary roles in a fantastic tale of mighty heroes, mythical dragons, and powerful magic. This demo version of the game is designed to give you the feel of playing the Dungeons & Dragons game. The full game contains all sorts of options to help you create your own on-going sword and sorcery campaign. We'll tell you more about that at the end of this booklet.
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?
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).
Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.
A spirit is attacking a town — no one knows why, but they’re determined to be rid of her. The adventuring party is recruited to investigate. However, what appears to be a simple haunting turns into a story of justice. Pgs. 43-59
After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?
A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
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?
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
So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery
On the outskirts of town lies an ancient temple to an unknown deity. Periodically, undead creatures issue from the catacombs beneath it. The party receives a commission from the city elders to venture into the catacombs and exterminate the undead. Pgs. 64-71
In ages past, the sorcerer Xa’arek grew to be a cruel and powerful tyrant, causing untold misery in his quest for immortality. After decades of oppression, his people revolted against him, driving the tyrannical sorcerer into the cursed lands of Marsh-Blight. Although a few of his most fanatical followers accompanied him in his exile, he was largely forgotten by history...until now. The Tomb of Xa’arek is a very dangerous dungeon crawling adventure for 5th Edition Fantasy, in which the Player Characters (PC’s) must venture into the tomb of an infamous sorcerer, recover his secrets, and get out alive! This adventure is designed for characters of 3rd level and is optimised for 4 characters of 3rd level. The adventure is setting agnostic and can easily fit into any published or homebrew world. Low level dungeon crawl with horror themes of decay and infestation. Setting agnostic Suitable for any genre of fantasy Includes prompts for roleplay
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
The Heart of the Haunted Sea e adventurers are on a storm-wracked ship, seeking the island of a long-forgotten, abandoned temple to the Sea Demon. In the temple, an extinct people sacrificed their wealth, their criminals, and their kings to quell the demon’s wrath. Untold treasure is said to just be lying there. Are your heroes bold or ruthless enough to claim it? Written by Shane Ivey and illustrated by Kurt Komoda, “The Sea Demon’s Gold” is an adventure for the Fi h Edition of the world’s most popular fantasy role-playing game. It can be played in any fantasy world you choose. It also makes the perfect introduction to the Broken Empire, a world of ancient mysteries, perils, power, and corruption featured in the Swords & Sorceries adventure line by Arc Dream Publishing.
Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!
Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.
In the center of Lake Encarthan looms the dreaded Isle of Terror, accursed land of mystery and treachery. Hidden within the island's negative energy storms, the secret treasure city of the wizard-king Tar-Baphon has lain sealed for centuries. Now masked cultists have opened the golden city of Xin-Grafar to claim the wealth of the legendary city for the Living God Razmir. Can the PCs track the cultists through the poisoned swamps and blasted wastelands of the Isle of Terror to the City of Golden Death itself? And what forgotten dangers will oppose them as they struggle to prevent a dark faith from spreading across the world? Part 3 of the Price of Immortality trilogy.
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.