In the Lodge, things are simple. They can look like you. They want to BE you. And in their home, the only thing standing between you and death is six millimeters of glass. Can you escape the Polished? Find out in Six Millimeters, a thrilling horror adventure for the world's greatest roleplaying game! Take 4-6 of your friends through the Lodge, an extradimensional space overrun by nightmarish beings that can strike from any reflective surface. Shardlings revel in the paranoia caused by their reflective horrors, sowing doubt and mayhem until the opportune moment presents itself. Panes, meanwhile use their impressive stature to quickly overwhelm their foes. Spellcasters especially are in for a nasty surprise! This adventure is intended for 1st-level characters and uses milestone advancement to ensure they reach 3rd-level throughout the course of the game. For players who take their time investigating the Lodge and discovering its dreadful past, this adventure may take 7-9 hours to complete. Given the adventure’s horror elements and milestone advancement, Six Millimeters is easy to use as a starting scenario to the Curse of Strahd adventure. Content Warning: Suicide, Self Mutilation
100 Rounds is a Roleplaying adventure for the world's most famous RPG, is it designed for 4-6 characters levels 4-6, and takes up to 100 initiative rounds to run. *** You’ve been hired as additional security for this special city counselors meeting or whatever... easiest gold you’ll probably earn in your life. You settle into a cozy room next to city hall and get some shut-eye. A while later one of the guards burst into the room screaming. A goblin horde started attacking city hall from all sides, the building is about to collapse and three of the counselors are still stuck inside the building. You get out and run toward the entrance to the burning building. Guess you’ll have to earn that gold the hard way. *** This adventure includes: * 7 New types of Goblins including the Goblin Worg Shaman, the Goblin Assassin, the Goblin Fearmonger, the Goblin Wereworg, and more. * Over 20 encounters all fully stat and including a "tactics" section * A large battle map designed by Christian Zeuch (including a high res 8k map) * Interesting NPCs * Pre-generated player characters so you could start playing right away
𝐓𝐡𝐞 𝐁𝐥𝐚𝐜𝐤𝐟𝐥𝐚𝐦𝐞 𝐂𝐮𝐫𝐬𝐞 𝐇𝐚𝐬 𝐑𝐞𝐭𝐮𝐫𝐧𝐞𝐝! Step into a town where darkness has taken root, and every shadow hides a deadly secret. In The Return of the Blackflame Curse, you and your party will unravel the twisted mysteries of Whitethorn Rose, a cursed town teetering on the edge of doom. 𝐄𝐱𝐩𝐥𝐨𝐫𝐞 • 36 rooms across 4 floors (Basement, 1st Floor, 2nd Floor, Attic) • 5 detailed maps with day/night and transparent variants Explore the haunted Huxley Manor, a sprawling, intricately detailed estate with 36 rooms and 4 floors, each filled with terrifying encounters and bone-chilling secrets. With 5 beautifully illustrated maps, including day/night variants, you’ll be fully immersed in a tale of fear and survival. 𝐅𝐢𝐠𝐡𝐭 • 13 monster statblocks, each with their own lore • A intense boss fight with the vengeful Morgana Blackflame Face off against 13 custom monsters, each with unique abilities and terrifying backstories. From creeping apparitions to vengeful spirits, every encounter will test your players’ courage and strategy. And when it comes time for the ultimate showdown? Prepare for a climactic boss fight with Morgana Blackflame herself, a ghost hellbent on consuming the town in flames once more. 𝐃𝐢𝐬𝐜𝐨𝐯𝐞𝐫 • 13 tragic ghosts, each with chilling backstories • 8-page Ghost Hunting Compendium as a player handout • Solve mysteries and exorcise spirits to lift the curse But it’s not just monsters you’ll have to worry about. The town itself is alive with haunted events and 13 restless ghosts, each carrying a tragic tale. Investigate, exorcise, and piece together the dark history that binds them to this cursed place. To help your players dive deeper into the supernatural, we’ve also included an 8-page Ghost Hunting Compendium as a handy player handout. 𝐏𝐫𝐞𝐩𝐚𝐫𝐞 • 7 homebrew magic items, including a powerful Fated Item with 3 variants • 6 different charms to protect your players from the curse • 9 Magic Item Cards to print and hand out to players, with artwork, in 2.5 x 3.5 inches (MTG-sized) • 43 haunted events to keep players on edge Don’t go into battle unprepared. Arm your adventurers with 7 custom magic items, including 1 Fated Item with 3 powerful variants. Stock up on 6 unique charms to ward off the curse, and keep your party on edge with 43 haunting events that can strike at any time. 𝐑𝐮𝐧 • 17 monster cards for easy reference, with artwork, in 88mm x 125mm (Tiny Epic size) • Ghost Tracking Sheet for smooth management of the adventure • 36 small room cutouts for quick navigation during gameplay • 24 VTT tokens for easy integration into your online games For GMs, we’ve made running the adventure easier than ever. With 24 VTT tokens for monsters and NPCs, a Ghost Tracking Sheet to manage exorcisms, and 17 monster cards for quick reference, everything you need is at your fingertips. Plus, 36 cutouts in the description of every room, provide clear guidance for navigating the sprawling manor. 𝐏𝐫𝐞𝐬𝐞𝐧𝐭 • 7 detailed town locations for investigation • 7 NPC background and roleplay sheets to add depth to the world • 1d12 Superstition Table to bring the town’s eerie atmosphere to life Bring the town of Whitethorn Rose to life with 7 detailed NPC background sheets and 7 town locations, giving your players more ways to explore, interact, and investigate. And for added flavor? A 1d12 Superstition Table to bring out the eerie quirks of the locals. 𝐏𝐥𝐚𝐲 • Battle against the darkness with strategic challenges and eerie storytelling • Solve the murder mystery, lift the curse, and guide your players through an unforgettable experience With The Return of the Blackflame Curse, every decision matters, every room hides a deadly secret, and every ghost has a story to tell. Get your copy now and take your players on a journey into the heart of darkness. This is more than just an adventure—it’s a test of survival.
The General who commanded the successful and profitable Crossroads Mercenary Company turns up murdered in his home, on the very eve of his scheduled announcement of which of his ambitious captains he’s chosen to succeed him as commander-in-chief. Every one of those commanders was in the house when the murder occurred, so they’re all suspects. If that’s not enough to keep things exciting, the clock is ticking down to zero. The General made a pact with devils years ago, and unless the murder is solved quickly, an infernal gate will open, allowing devils to flood through the General’s mansion into the world at large.
Lord Dragle was set to auction off his most recent discovery, the Shroud of Olindor. The elven relic was certain to make Dragle a wealthy man. Such a pity he had to die. But the plot surrounding Dragle’s death is far more layered than it appears. It is up to the player character to discover the hidden motives and ultimately recover the Shroud of Olindor. Part 2 of the Olindor Trilogy.
A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.
This quest is for a party whose members all perished in the same encounter. The loss of an entire party is hard to recover from and often spells the end of an adventure. However, with the assistance of the enigmatic Raven Queen, the party’s tale might not be over just yet. The characters must wander through the Fortress of Memories; confront their pasts, present selves, and possible futures to return to life. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore
A gnome tinker summons the heroes to his workshop, but before he can explain his request a vengeful fey creature arrives and disrupts the meeting. Estimated play time - 1 hour. This product contains a combat encounter designed for 4th level PCs, an extensive backstory, detailed NPC descriptions, new monsters and new magic items. Easily adaptable to almost any campaign setting. This side trek encounter is the first of a three-part Fey's Bargain encounter series.
A Ghastly Mess is a one-shot adventure for a group of 3rd-level characters that takes place in a haunted mansion Unlike your regular haunted house, the inhabitants of this building are far from scary. The ghosts of the former staff still live in it—or, well, unlive—not realizing they’re deceased and unable to move on because of it. The Lord of the mansion still awaits the return of his beloved, Lenore, for which he has commanded the staff to have the house in pristine condition. Help the only alive member of the staff, a sleepwalking old-man, clean the house, defeat any and all monsters that might be lurking in the somewhat abandoned building and help the ghosts pass on to the great beyond in this short but exciting adventure! The story includes a host of interesting characters for your players to meet, each with their own unique personalities and accompanying art; an array of unique monsters specially designed to challenge your party in more ways than one; and an intriguing mystery surrounding Lenore’s fate and what happened to the members of the staff. Now, you might be thinking “hey, this ain’t spooky at all, what gives?” and to that I say: how dare you?! Nothing is scarier than doing your chores! That’s why we built an adventure around it! That being said, A Ghastly Mess is not meant to be a scary story, but rather an interesting mystery-type of social adventure. Most combats can be resolved by running away, the stakes are low, and the NPCs don’t think of the situation as anything more than a normal day in their lives. The tragic aspects of the story have already happened by the times the characters show up, and the intent is for everything to go well from there.
This adventure is set in the van Richten estate, a free-floating realm in the Mists of Ravenloft. While this scenario serves as the conclusion to the other adventure included in this boxed set, it can also stand alone with relatively minor modifications. Removing most of the monsters and emphasizing the intangible supernatural phenomena makes this adventure especially apt for a Masque of the Red Death campaign. Regardless of where it is set, you may play this adventure many times without it unfolding exactly the same way twice. Suitable for use with the Bleak House campaign or the Masque of the Red Death Setting. Included in Bleak House: The Death of Rudolph van Richten TSR 1141
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
The Nerastrim Manor on the hill once belonged to a wealthy family with great influence in the region; that is until Nathaniel Nerastrim's wife, Helen, decided she was through with the oppression of her rich husband, made a deal with a demon, and took a butcher's cleaver to everyone in the house. In the years since the massacre, the house has remained untouched. The spirit of Helen is still trapped within the house and repels the attempts of any who would cast her out. In this horror-themed adventure, your players have but a single candle to safeguard them against Helen's persisting wrath . . . will it burn long enough for the party to explore the manor and finally send the malevolent spirit of Helen on her way?
Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.
With the rising of the Blood Moon, the accursed abode of the Blood King returns to this world. The lord of all vampires comes to claim the blood that is owed to him. His halls contain treasures and secrets that would make any ambitious adventurer abandon reason and caution to seek them out. Will you risk your soul for gold and glory in the Halls of the Blood King?
In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet again…
Sorrowwraiths is an adventure path about hunting monsters, helping allies through hard times, and saving communities in a city that is almost beyond saving. Dive into an industrial dystopia of poverty, pollution and exploitation, where laws and morality apply only to the poor, where technological progress overtakes ethical concerns, and where myriad monsters and curses prey upon the population. The city has lost its last group of protectors and someone new needs to pick up the torch... Allies in the Dark is Part One (of Five) and takes characters from 1st to 6th level. The heroes are introduced to the city and its issues. They get to investigate the disappearance of the Lochtengren's previous defenders, rescue and recruit some of them as allies, and expose the schemes of those who have turned villainous.
Dread Abbey is a one-shot designed to be played in a single session, taking approximately 5 hours, preferably on an especially spooky evening! The adventure is designed for two to six 2nd-level heroes and can grant up to 6 Victories. Each of the heroes embodies a different character archetype, including the jock, the diva, the nerd, the comic relief, the professional, and the believer. Each archetype grants: * A title * Some role-playing lines the hero might say, which have mechanical consequences in this adventure * Something they can do to participate even if the hero should die * A revised title if the hero should live and continue to another adventure The adventure contains: * 1 optional negotiation with the harbinger * 1 montage test as you sanctify the abbey * 2 combat encounters with undead and a gloom dragon * guidance on abbreviating parts to hasten the adventure if you need to Included in addition to the adventure pdf: * One map of the abbey for use in the montage test * One battlemap for combats in the abbey * Handouts of each of the archetypes for the players
Displace Beast Maze is an adventure that has one long encounter that is a combination of a puzzle (maze) and combat encounter (Displacer beast). The Displacer beast tentacle's ability to attack through the maze walls, knowledge of the layout, and hit-and-run tactics make the labyrinth both a useful and possibly deadly lair for the creature. Pgs. 27-29
The Anchorin Family and its namesake home, Anchorin Manse, have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer, Webster, has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity, Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after, his recklessness released a deluge of planar energy into the home, transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family’s estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family, the manse, and potentially collect some very rare, perhaps legendary magical items. Enter the manse, tour the planes, take a villain, leave a villain, it’s up to you. One thing is certain, verity and villainy is relative in a manse of special purpose.