These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a tunnel complex full of dragons trying to eat each other, - a desert palace of sorcerous mummies trying to restore life to the wasteland, and - an ancient cathedral where zealots of Chaos try to summon unspeakable terrors from beyond the stars. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 7, 8, and 9. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for mid-level characters Level 7-9 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
A Heart in Mourning is a dungeon crawl and survival adventure that takes the party through the mists into the strange and dangerous Mournland, where they encounter threats both environmental and living. The party has been given a map with the task of retrieving the Steelheart from Ash Tower, where the Provost’s research has led them under direction by Guild Handler Lhara. Their destination lies in the middle of a manifest zone of Shavarath. Once there, the party will have to survive a tower climb filled with fiends, demons, and more in order to retrieve the Steelheart, a powerful artifact guarded by a powerful guardian.
A 1st-level dungeon crawl heavy on exploration, factions, and sorcerous wonder for Shadowdark RPG! Go below the dripping ruins of Bittermold Keep to hunt for legendary treasures and face off against three competing factions that want to claim the Hideous Halls: the degenerate Bittermold family, the wild halfling Howlers, and the disgruntled mutant catfish. The characters might even encounter the abominable god-ooze, Mugdulblub! Winner of "The Best" rating from tenfootpole.org! View the adventure walkthrough video here: https://www.youtube.com/watch?v=mVJ-t7qMjPo This adventure is part of Cursed Scroll Zine 1: Diablerie! Inside the zine, you'll find cursed knights channeling demonic power, mist-addled forests where witches and warlocks stalk the trees, and crumbling castles housing ancient, eldritch creatures. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Learn more and download the free rules here: https://www.thearcanelibrary.com/pages/shadowdark
The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.
Something strange lurks within the stony confines of an abandoned wizard’s tower. The sole surviving member of a forlorn adventuring party is desperate to find out what happened to his friends and is willing to provide a generous reward to anybody willing to launch a second expedition. Will the heroes uncover the secrets of the tower, or will they also disappear into the darkness?
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.
Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.
"For Blibdoolpoolp!!" "The power of the mind and belief are wonderous, often leading us to manifest things that aren’t real. For the kuo-toa, this power is heightened, allowing their collective belief to manifest gods." Two tendays ago, a paladin of Torm was kidnapped by kuo-toa. In a strange turn of events, she was mistaken for a kuo-toa god, and whisked off to their underground lair. Barria has managed to pose as the god and now shakily leads a small faction of kuo-toa while trapped underground. With her influence being increasingly scrutinized, and with the different kuo-toa sects on the brink of civil war, it’s a dangerous time, even for a ‘god’… The heroes’ mission — rescue the paladin from the kuo-toa oceanic lair before she’s transformed into a kuo-toa god. The kuo-toa are an Underdark-dwelling race of fishlike humanoids. Different sects worship different god-like beings, each god manifested through the strength of a sect’s collective zeal. Such “gods” feature prominently in this adventure. Product Overview ♦ 4 to 8 hours for four to five characters. ♦ Scalable for 3rd-6th level. ♦ High-resolution maps of the Kuo-Toa lair. ♦ 9 new statblocks, including Dire Barnacles and Hypno-Cuddlefish! ♦ Includes plot hooks, handouts, rules for faction combat, and more!
The Haunted Hamlet and other hexes details four unique modular locations for your game. Made for old school essentials, but can easily be used with other old-school systems or even 5E. The four locations detailed in the zine focus on gameable content and being easy to use at the table. The locations are not connected to one another and can be sprinkled onto your campaign map however you like, or run as one shots. The PDF is graphic and art heavy and utilizes random tables and other tools to make it easier for GMs to run in a pinch. Details: 40 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Four hex locations Random tables A rival NPC party A sky merchant A one page town Two hirelings
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
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series. Set in the Mere of Dead Men region of the Forgotten Realms.
Adventure in a wizard's highly magical tomb. While still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.”
The winter solstice has come to the Oakfield Province of the Free Coast, and with it an inordinate amount of snowfall. Townsfolk in the Daerns speak of a winter witch that has imprisoned the Yarl of the Frost Giants in Strangler's Deep, and until he is free the winter will continue to ravage the land, killing livestock and freezing townsfolk without the means to buy ever dwindling resources of wood. Can a party from Roslof Keep or beyond come together in time to find the truth to these rumors and set the ecological balance to right? This adventure is formatted to both 1E & 5E gaming rules.
An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.
Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31
"Proudfoot’s Trials“ is a D&D5e one shot adventure for 3 to 6 players on level 1-3. The playing time is about 3-6 hours. It is an adventure for beginners, so it contains a few tips for the DM on how to handle various situations. The adventure also offers: - Social interaction - Wilderness challenge - Combat encounters - Traps - Riddles - Adjustment suggestions for higher levels - Sketches - City map "Proudfoot’s Trials“ can also be adapted into an established group and campaign. It provides a varied, but not too complicated plot and can be used to create an enjoyable evening for your group.
Life was quiet and simple in the village of Sandford before the curse; people reported hearing voices in the woods; others dreamt of a tower, white like bone. Then people started disappearing; seasoned loggers and trappers who knew the forest like a second home. Something is spreading its evil around Sandford; could it be that tower? And can your party help save the village? "Tower of Tragedy" is a stand-alone adventure designed for 4th level characters, that involves elements of forest exploration and a short dungeon crawl. "Tower of Tragedy" promises a compelling story, interesting mechanics, and engaging battles. Includes full description for the Village of Sandford, the adventure, a new monster, and two new magical items.
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131
If the drought doesn't get you, the goblins will. The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating. Pgs. 8-21 & 49