You are hired by a mine operator to retrieve the mine's gnomish engineer who has barricaded himself in the mine's lower reaches. But there's more going on than just a crazy gnome and his robots sabotaging the mine. You'll need to explore the forest, build alliances, and brave a rollercoaster ride on a mine cart to get to the bottom of this adventure (pun intended). This is a gamebook-style solo adventure that you can play in your browser. You make a 2nd level character sheet, roll your own dice, keep up with your inventory, spells, and HP, and are on your honor to be honest. It's all text-based with some public domain illustrations, and you click on options as you make decisions and roll the dice.
When her father goes missing, a young adventurer has no other choice than to gather her friends and head for the city of Loudwater. Soon after she gets swept away in an obscure design threatening to drag the entire region into chaos and war. At the heart of this mystery, lies not only her father, but the long-forgotten history of her once-despised family and a primordial beast influencing events from the shadows, moving her family like pieces on a chess board. Visit www.perfumersdaughter.com for more information. You can also address me directly on The Perfumer's Daughter Q&A on Facebook. All battlemaps and dungeons are free to download for use in digital platforms (such as roll20) on the aforementioned site.
The party finds themselves in a town being plagued by goblins, but not ordinary goblins - these goblins are zombified. Many of them are missing limbs and dripping with rot, but they still march to town with powerful intent. The party must help track down the origin of this plague - a Necromancer whose Blight Stone has been stolen by a group of mischievous kids who thought it would be fun to mess with the strange old man out in the woods.
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
The village of Longbarrow faces a dire threat. Dozens of devils besiege the village to relieve the inhabitants of their souls. It is up to the heroes to put an end to the machinations of Igach, a sly devil in services of Azaketh. Seek out the source of the devil incursion, and deliver the helpless villagers! Igach's Reign of Terror is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. The adventure is the first of two chapters about the events surrounding Logrimm's Tower. The, yet to be released, second chapter deals with Logrimm's Tower itself and the characters' struggle to reach the top. With only minor adjustments, Igach's Reign of Terror can also serve as a 4 to 8 hour long one-shot adventure independent from Chapter 2.
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
Surrounded by miles of hostile swampland, Feypool isn’t a place too many adventurers seek out. But a group of travelers discover that this small duchy is under siege by a strange threat: Marietta Truelight. Otherworldly beautiful and abnormally charming, all but a handful of Feypoolers have fallen under her spell, becoming a fanatical hive mind willing to do anything for her. But Marietta is planning something sinister, the answer buried within Feypool’s superstitions and bleak history. The Feypool Beauty features a number of horror elements including body horror, suspense, intrigue, and some classic tropes similar to body snatchers. What secrets will you uncover? What atrocities of devotion will you witness? And will you be able to resist the influence of the Feypool Beauty?
Berryridge is beset by bandits, the woods nearby have always caused issues, but these recent bandits are something else. Something or someone with actual intelligence is leading them now. Worse, even the bandits seem to dislike their new leadership, not deserting out of fear alone. The lord's men are weeks away and the town is unsure how much longer they can keep the bandits out of their homes. It's up to you to find out exactly what happened and stop the bandits before they can start taking something other than valuables... Draw Steel! In this unofficial 1st-level adventure for the TTRPG Draw Steel, you meet with the small town of Berryridge. Currently under siege by banditry. However, these bandits are getting desperate, find out who or what is driving them to take more and more risks. This product contains: - A short and sweet adventure for a 1st-level party. - A flexible storyline that can fit into any campaign - 2 custom monsters - 3 maps specially designed for this Draw Steel adventure, with a separate map showing suggested enemy placements. - Custom characters and negotiations.
This one-shot takes about 3 to 4 hours to complete and is optimized for four to six 1st-level heroes. It works as a gentle introduction to new Draw Steel players, demonstrating the main mechanics that make up the game one at a time. The characters are locally famous heroes who were recruited by Basil, a mutual acquaintance, former Courser operative, and current tavern keeper. An old friend of his needs help on some Courser business, so the heroes must meet on the Red Boar tavern and wait further instructions. What they don't know is that the Coursers have been compromised; their leadership is now controlled by Ajax the Invincible! Under Ajax's command, the Coursers's main function has become to get rid of any obstacles to the tyrant overlord's imminent invasion of Blackbottom. The heroes' "mission" is actually just one of several ambushes taking place in the city to kill those who pose a threat to Ajax's rule.
Phandalin is a great location from which PCs can adventure. The information in this supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine, other adventures set in and around Phandalin, or used to add more flavor to any town. This supplement has information specific to the local varieties of the creatures that inhabit the plains and hills in the area of Phandalin and provides new NPCs, backgrounds, feats, organizations, and adventure seeds that DMs can use.
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. Welcome to the strange and dangerous city of Carcassay, huddled below the skeleton of a titan rat, sprawling above the ruins of countless dead civilizations. This is where folk come to find wealth, power, revenge, secrets, oblivion… and everything in between. Carcassay is a sandbox city adventure. There are many locations to explore in, around, and under the city. Players can explore any place at any time, and may radically reshape the city’s politics, economy, religions, and physical existence. There are standard dungeons stacked under the city, and GMs are encouraged to keep adding more dungeons… all the way down. Tone. It leans more toward low fantasy or sword-and-sorcery. Most shops look like real shops. Most people look like real people. But strange and horrible things lurk everywhere as soon as you start to scratch the surface. This is my Lankhmar. Carcassay is a vast, bizarre city. It has over 100 locations where you can meet Chaos cultists, Lawful knights, retired adventurers, shopkeepers, brewers, musicians, artists, scientists, hermits, royalty, beggars, doctors, space vampires, eldritch horrors, machine priests, crab colonists, mushroom farmers, mummies, assassins, and diplomats from distant lands… and the moon. And every one of them has goods or services to sell, and a quest (or three) to offer. What sort of quests? Fetch a relic, assassinate a rival, find a relative, steal a soul, implant an agent, cure a disease, stop a riot, solve a murder that hasn’t happened yet, hunt a thief, locate a shrine… the list goes on. And for every Quest, there is a specific Reward: money, weapons, relics, Chaos mutations, exclusive memberships, information, Angelic miracles… the list goes on. This is a place where you can make a lot of money, but also where you can spend that money on interesting goods and services. Factions? We have a few. Seven Chaos cults, five knightly orders, two mercenary companies, four wealthy families, six (seven!) Corpse Lords, foreign diplomats, rival innkeepers, rival tavern owners, plus all the dungeon-delving gangs currently mucking about underground. When you grow weary of all the adventures at ground level, there are three classic dungeons buried under the city to explore. This book contains months (if not years) of campaigning. Enjoy the Chaos.
Eberron Gothic: Curse of the Thornwood is an intricate, character-driven mystery set against the sins of the past. On a journey to Arythawn Keep at the edge of the Mournland, the adventurers stop for the evening in the Thranish village of Brightdawn where they discover that there are dark secrets hidden in the wilds nearby. . .
Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?
Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!
This adventure is an exploration in creativity for the GM as the players are invited by a stranger in the center of town to play a board game called Ij’Namuj. With a devilish smile he promises a grand reward if they can complete it successfully. Unfortunately, the game unleashes chaos onto the world around it, causing terrifying weather phenomena, death knights to appear and hunt players, or even causing all of the chickens in town to go rabid and attack. The only way to return things to as they were is to complete the game, so best get to rolling those dice!
The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132
When a band of orcs attacks the town of West Fork, will you and your party bravely defend the townsfolk, and strike back? This adventure is intended to be used in any campaign setting and at any party level (see ‘Instructions’). This particular adventure takes place in a medium-sized village or small town. Most of the NPCs within this adventure are human, but they can easily be substituted for other common races to best suit your campaign. Published by Nord Games
A missing wife, owlbears hooting in the night, and a band of mischievious underdwellers... What could be going on in the forests near Smalldale? A D&D 5th edition adventure for first-level characters, appropriate for beginner and adept DM's alike. - Perfect for introducing your friends to the wonders of D&D - A generic setting - easily integrated into almost any campaign setting. - 21 pages of classic monster hunting, agrarian wholesomeness and subterranean exploration, including two hand-drawn maps - Features the much underused Xvarts and the ever-popular owlbears - Customizable amount of combat - pleasing for roleplayers and villains alike. - A new magical item - Obar's Gauntlet of Light
The characters will investigate a grim mystery in the elven village of Alkai Tor, hunt for answers in a lethal swamp, and finally confront a desperate killer in the Temple of Shattered Minds itself.
Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back! After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a party of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan! "Eye to Eye" is the last of three adventures featuring the nightmarish beholder. It can be played as an individual mission or as part of the series that began with "Eye of Pain" and continued in "Eye of Doom." TSR 9536