The Clockwork Queen and the Dame of Dirt have been fierce rivals for years--but a brazen abduction sees the situation escalate dangerously. To put matters right, the party must scale an ever-changing clockwork tower full of weird magic and mechanical mayhem, and attempt a daring rescue!
Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.
Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
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!
Do you dare delve into the depths of an ancient demon's prison? Designed to be a fun 5E challenge-dungeon. Delve into a cave where an ancient evil was once sealed away... but be wary, as over the ages, the seals upon the Demon have begun to weaken... This is the one-shot featured in my larger adventure, Tower of the Chronomancer, but more polished and slightly expanded to allow it to stand on its own. (Originally it was the Tower's "6th floor.") I'm making this Pay What You Want, hoping people will enjoy this content -- and maybe seek the larger adventures I've already written. The Cave. Mostly hidden behind a nondescript hill in a crowded wood, forgotten by almost everyone not of the nearest town, and even they have forgotten why the cave was originally created. What it contains -- what it seals in. Marked only by a broken, rotten sign, now it's viewed as a prank spot. Sometimes it's a hideout for unsuspecting bandits. Generally, it's a place no one goes on purpose due to the lingering "wrongness" that any who enter seem to feel. Any that pass through the perfectly-rectangular entrance will find that it's much more than meets the eye. Especially if they are able to find their way down to the Trials! The Story. Long ago, a shapeshifting demon called "Umbraeus, the Defiler" sought dominion over the world. It clawed its way out of the Hells and took control of the region through a mixture of trickery (empowering people it could use) and destruction (raining fire, destroying crops and rivals, etc.). Umbraeus reigned for many years... until it was betrayed by a rival, which allowed a group of adventurers and mages to defeat and trap it in a magical green gemstone. The gem was then buried deep underground, protected by a set of Trials that allowed only those pure of heart and capable of handling its influence to visit it. But a long time has passed. The seals that held Umbraeus at bay have begun to weaken. And the demon has found a way to crack the gemstone. Its malevolent influence has begun to seep out into the world above. If nothing is done, it may manage to fully escape! Includes: A 5e one-shot adventure for 5th-6th level adventurers (4-6 hours long) Combat, roleplaying, puzzles, discovery, randomness, and loot! A chalenging demon encounter with variable difficulty levels 6 original enemy statblocks, including an evil shadow-boss 2 original magic items. Keywords You Can Expect: High fantasy, cave dungeon, combat, evil demon, shadow dragon, puzzles, discovery, randomness, gelatinous cubes, constructs, moral quandries, and lots of loot.
This adventure is more of a classic dungeon crawl, themed around the accidentally terrifying dreamscape of an elven girl trapped in a nightmare of her own making. The dungeon shifts and exits move about as the party explores, making each run through the dungeon a unique experience and allowing for infinite replays of the same adventure.
Crops wilt, leaves wither on the trees, and animals must leave the once-fertile Downs valley or die. All who dwell there must abandon their homes or perish-- unless your party can lift the curse TSR 9084
Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.
"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201
The final installment of the three-part Rock Con ’17 convention is here! Can the heroes enter the stronghold of the brazen thief and recover the final tome? The challenge is high but the stakes are much higher for failure!
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
Kind words and a scrap of paper are enough to lead you off on an adventure into the hills. You and your party have opted to follow the clues leading to a fabled Talisman of Otek lost years ago in an old dungeon. Your benefactor has warned you that some cultists are actively seeking the item and hope that the “heroes in the making” will obtain the item before the nasty fanatics get ahold of it and use it for nefarious purposes!
A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.
A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027
A relentless torrential storm has forced you to seek shelter at an abandoned caravan lodge with several others you met on the road, but the dangers outside may pale in comparison to the dangers within. Can you survive the night? A Tale of Mystery & Suspense for Tier 1 Characters. Optimized for APL 3. From the author of the Neverdusk Trilogy comes a brand new roleplaying & exploration rich adventure in the horror and mystery genre. This module is designed to be played using Theater of the Mind, and depending on the characters and their decisions, multiple endings are possible. It debuted at DDALSG Community Games Weekend 2020, a digital convention in Singapore. The v1.02 package includes: - Full color cover art by digital artist Koh Jia Wei (Firons Art). - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - A cheat sheet featuring Jason's personal notes on running CCC-RPSG-04 The Waystop and NPC reference sheets to help you flesh out the NPCs. - A fully colored NPC portrait & token pack created by popular webtoon creator Ho Wei Rong (Carillus of ExCo fame).
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?
Never try to catch a falling star. A bad seed has been planted in the dark soil of Ravenloft, and now it's time to harvest the crops. A comet has fallen from the sky outside of the town of Delmunster, and the people of this sleepy little village are changing in ways their families cannot explain. The players are on the clock to find the comet and stop its influence on the town. For every day the players take to solve the mystery, another townsperson falls under the sway of the comet. A story heavy influenced by a certain horror movie about pod people. Pgs. 48-68