An ancient power has started to rise and threatens a small town. Venture into dark caves and put an end to the power creating the skeletons within. Intended for 6 characters level 5-10 Approximately 6 hours of play Featuring 7 new monsters A transforming boss encounter Easily set in your own world, Theros, or Ferun Can be run with the basic rules Full of unique art a map handout for your players and maps for your VTT You can lean into horror or you can keep it PG. Suitable for gamers young and old for one long session or three shorter sessions.
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. . .
I know we told you that we closed out the convention scenarios for 2017 but we were wrong! One of our favorite conventions (CafCon) is named differently and therefore overlooked! Problems at Vanessa’s Point is a nice little urban adventure that was made for six, 4th level players. The party hits town during a big celebration and is presented with a business opportunity. The local militia is out seeking a group of problems and the celebration needs some extra security. This sandbox style scenario is filled with strange encounters for your own campaign or play it straight through! The scenario was at several 2017 Convention offerings and was always a big hit. The original characters are published under HOF4 (free).
Five distractions within the castle walls - The party's help is needed by several of the denizens of the local castle. Role-play and skill challenges, a new magic item, and a new monster. Published by Limitless Adventures.
It's all over (and literally so) after midnight. A mission with an unforgiving deadline. The characters must remove the magically-infused remains of a dead wizard and his medallion from a crypt. Pgs. 10-23
Sharn is paralyzed. Half of the council was under the control of roach thralls for the last 20 years, and with the conspiracy revealed the government apparatus is at a standstill. The criminal organization Daask rises from the underbelly to take control of the chaos and further destabilize the city.
The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.
The cries of battle echo in the rustic wilderness, as a pair of fey sisters defend the ancient Briarwood against invaders. When the town of Bur Hollow sends militia men to support their fey allies, they disappear without a trace. The adventurers must enter the Briarwood and save them!
Invasion from the Planet of Tarrasques is a single-session, over-the-top, gonzo action adventure meant for four to six level 20 characters. The adventure serves as a capstone for Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage, but can be modified for any setting. What’s more fun than one tarrasque? How about multiple tarrasques stomping across Waterdeep? How about a whole planet full of tarrasques ready to rumble? If that sounds exciting, then Invasion from the Planet of Tarrasques is for you. Halaster Blackcloak died... but then he came back... with reinforcements...
A dangerous beast - but one with a mission. Even the gods slip up now and then, but few dare remind them of it. Ri Conn's son was killed by the white boar of Kilfay, and he has passed sentence of death upon it! What starts as a hunting expedition for the PCs ends up being a grand adventure through the forest. Several interesting set pieces on the path of the boar's rampage are included in the adventure. The path of destruction leads through a goblin camp and ends in the tower of a now-dead mage (which still holds the target of the boar's ire, a mutated bulette that the mage bred). Will the party help the boar kill the bulette mutation, or let it free? Pgs. 32-47
A nest of vampires has claimed a dark forest and the surrounding human towns as its domain. Some of the local residents revere the vampires and serve as daylight guardians and spies. However, most of the townsfolk live in a state of dread. Those townsfolk have finally scavenged enough valuables to hire a band of adventurers to destroy the nest. Pgs. 66-71
As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This module can be played alone, as the conclusion to module D1 & D2: "Descent into the Depths of the Earth," or as the third module in a series that forms a special extended adventure (G1-G3: "Against the Giants"; D1-D2: "Descent into the Depths"; and Q1: "Queen of the Demonweb Pits"). TSR 9021
A Wall Beyond Fury is a companion adventure made to go along with the events unfolding in the Folio #13 (AT3 Playing Down the Dawn). It contains the information needed to run a side adventure that will help characters in their fight against House Vash. The blood fued with the Vash is almost at an end, but the abduction of a former ally and a last cog in the Vash machine must be taken care of. Now, the heroes must enter the Ebon Swamp in search of answers and revenge if they hope to finally put an end to all that has befallen them since they first entered the great city of Taux. This adventure is formatted to both 1E & 5E gaming rules.
Slain in disgrace, reborn in fury, armed to the teeth: Flame returns! Flame is back - and is he mad! The sequel to "Into the Fire" from Dungeon 1. Pgs. 42-63
A group of Azer were captured and brought here long ago to create a powerful weapons that ensured a long dead king’s victory in a bloody war. For some time they obeyed, churning out weapons and crafting monuments in the king’s honor, but as time went on, animosity towards the king grew stronger and stronger. The Azer betrayed the king, using the might of their “perfect” weapons to strike his men down before retreating to their forge and closing it off from the rest of the world. They have been locked a away in solitude for some time now. The entrance to this bunker has been uncovered though, and it is up to a brave group of adventurers to travel down into this place and see what they have been up to for all of these years. This dungeon has rules to modify all encounters for a group of players levels 3 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to inspire awe to the wonders of crafting. They are in a place of flame and metal, so a dwarf should feel at home while elves may be uncomfortable.
After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!
"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
The northwest corner of the Duchy of Bast is ruled by Sir Elwin of Monoth the 4th Earl of Kawall. This pudgy ruler sits in his tower in the small city of Phillipsburg which is a hub of the Caravan trade. The town is rather dirty and mostly considered a backwater area for good reasons. This city is a stopping point on the upcoming release of “FQ4 In the Caravan Service” Get a jump on the next adventure by getting used to one of the main settings. Phillipsburg, along with the Barony of the Knolls are point “A” and point “B” in the next adventure!
For as far back in time as the tales of history stretch, the area bordering what is now the Lands of Launewt has been a foreboding, practically impenetrable forest. When the lords who ruled the various borderlands united to form the Council of Launewt a century ago, the forest was in the same physical condition as it is now: thick, dark, and expansive, said to be so dense at the center that sunlight pervaded the foliage only on the brightest days. Pgs. 41-56
When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78