Monster hunting is a noble profession for only the bravest adventurers. But when a monster queen hires the party to reunite her family and restore her honor, the traditional methods of death and dismemberment are no longer on the table. Melusine is missing her children and the party must recover them all alive.
Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401
A vibrant circus has just arrived, setting up on the edge of town. Run by the charismatic half-elf ringmaster, Marlow, the performers bring with them dazzling displays of magic and talent, artifacts with incredible powers to behold, and strange creatures most people would never get the chance to see close up. Behind all of the joy and revelry, the circus holds a dark secret, for Marlow keeps tyrannical control over his performers with both whip and word. As this latest performance reaches its height, two acrobats decide to take their chance at freedom, making use of a distraction to steal something valuable from Marlow and make their escape. Marlow will do anything to get the two back under his power, and so turns his significant charms upon a hapless band of adventurers attending his circus.
The River's Curse is an exciting and challenging adventure for your favourite tabletop role-playing game. Set in a mysterious and dangerous wilderness, this adventure takes players on a thrilling journey to uncover the secrets of a cursed river and the powerful entity that haunts it. With detailed maps, unique encounters, and intriguing characters, The River's Curse is a must-have addition to any game master's collection. Whether you're a seasoned adventurer or a new player, The River's Curse will test your skills, your wits, and your luck. Are you brave enough to face the curse?
CORE 1-3 Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. Part Three of The Chaos in Melvaunt. The characters make a choice between finding orc saboteurs (who intend to destroy the city walls), or spy on a red wizard (who can shrink or even move a portal to Mechanus), or both given time. Depending on the outcome they must battle the orcs and/or the modron in the city.
The search for a missing girl leads PCs to uncover the re-emergence of a dangerous cult of Serpentfolk. This is a low-combat adventure, mostly requiring roleplay and investigation. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.
The Case of the Kidnapped Cartographer A dear friend of the party has gone missing; Boddyknock the gnome cartographer, supplier of maps and charting equipment. Can the party solve the mystery of his disappearance? Do they have the bravery to delve deep to recover their lost ally? What horrors will they uncover in the cavernous expanse beneath their feet?
The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?
In 1492 DR, a group of adventurers are approached by a ghost in Candlekeep who urges them to investigate the unsolved, grisly murder of the Yellowcrest family in Waterdeep five years prior. The investigation leads the adventurers to the nearby village of Greenfast, which is plagued by a secretive cult.
Adventure Synopsys: The players are hired to investigate the death of the drowned sailor. Following the clues, the PCs discover more deaths, all linked to an event happening that very night, The Night Auction. The prized item of the night, the Demon Egg, has the power of birthing a powerful fiend into the mortal realm. As the PCs follow the trail of blood, they finally encounter the mysterious Houndmaster. As men die and bids raise the price of mortal life, who will remain to snatch the egg and claim the demon’s might? GM’s word: This adventure features social, investigative, puzzle and combat challenges, all wrapped in an exciting noir story. The villain designed for this adventure posses new unique abilities to test your players’ combat prowess. There are drawings, NPC portraits and puzzle handouts! Last but not least, The Night Auction features 5 brand new original and wicked items!
Who knows why adventurers are drawn together? The lust for gold, a common foe, or the whimsy of fate? Pull up a stool, stoke the hearth, and let YOUR story begin! A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 1.
The jewel of the Duchy, the great city of Filbar can be utilized as a home base for adventurers or as a goal to go see. This city has over 130 points of interest and is the home to the Duke of Filbar. Rumor has it that if you can't find it in Filbar, it can't be found anywhere...short of artifacts that is! The walled city has decorative fountains and artisans of every kind. Mages can visit the towers of magic and multiple potion shops. The grand courtyard south of the castle is the home of festivals and carnivals every month. All in all, this city is large enough to provide residence or adventure to almost every adventurer. At 49 pages long there is plenty to explore!
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
Welcome to Pentapolis, where a wondrous tale of urban adventure is about to unfold. Our story begins with a terrible plague taking hold of the city. The streets are filled with death, the people in confusion, and nothing seems to be helping. Characters are called to aid the city but what starts as a simple mission becomes one that will entangle the characters in a bitter conflict between law, religion, the shady underworld, and ancient powers thought to have been destroyed. The Plague of Pentapolis is a Dungeons & Dragons adventure designed for four to five (though one or two more is ok) characters starting at 1st level. By the end of the story, the characters should be at least 17th level. Additional and earlier levels may be gained by those who are bold enough to seek them.
As the adventurers depart Honeyfest to go on their next adventure, one or more of the characters may suddenly come down with a terrible sickness. To make matters worse, as they make to leave town (or visit the local apothecary), the market square is suddenly thrown into chaos by a plague wizard and his pet otyugh spreading filth!
What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!
Gyldrith the Great is coming, and she is not happy. How long have you been down in these caves? Days? Weeks? More? Time is hard to track this far underground. And so much has happened since you descended into the tunnels beneath Dhonin’s Lookout. Now, you stand guard at the Great Gate of Naakrasad. Exhausted from your past battles, and your narrow escape from the cat and mouse games of the ancient deep dragon, Gyldrith. You can hear the hoots and hollers of her horde of bloodthirsty minions just beyond the city walls. A battle is coming, a battle against great odds. A battle that will test your mettle like none before. And you wonder if you are up to the task. A massive battle ranging across the small city of Naakrasad in the Underdark. Giant map of the city of Naakrasad with close-up details of the major battle sites in the adventure. Several new monsters, including the vicious Half-Ogre Hound Master and his deadly Hell Hound pets. Unnumbered maps, including the entire city of Naakrasad, to use in your favorite VTT.
Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.
"One morn, no sunrise comes. There is only darkness, and an icy chill." Cast out from their heavenly domain, the gods of the Forgotten Realms wander the land as mortals. They seek the lost Tablets of Fate, key to their return. A band of adventurers are hired by a young apprentice to rescue her sorceress-mentor, little do they realize the size of the stakes they will soon be playing for. Caught up in a power struggle that will determine the fate of the Realms themselves, the first step is to find the only mortal who may know what's going on - the legendary sage Elminster. Shadowdale is the first of a trilogy of modules that describe the strife called by some "the Godswar," in The Forgotten Realms. TSR 9247
A short adventure for the Midnight campaign setting from Fantasy Flight Games. On a mission to retrieve information important to the resistance, the adventures get caught up in struggles between factions of the Shadow.