A 20-page adventure for OSE Save the wizard! A sunken cathedral on a quiet mountain lake hides a long forgotten temple to Mathanoga, God of Knowledge and wizardry. Abandoned by Man for centuries , but protected by the legend of man-eating fishmen lurking in it. Or until a few weeks ago the young wizad Elric embarked on its expedition. With help from the accademy of Greykeep he found the temple and began to explore it, hoping to uncover its ancient magical secrets. Now the wizard is missing and the accademy has put a bounty on its head: its weight in silver to whoever will find him and bring him home alive and well. Find magical secrets! Deep inside the temple are stashed many magical items, all sacred to the fishmen dwelling there, all worth dying for. Save Elric and the treasures will be yours! The Sunken Temple is an expert level Old School Essentials adventure for a party of 1-4 players. Perfect for a one shot or a random encounter in an hex crawl.
A vibrant circus has just arrived, setting up on the edge of town. Run by the charismatic half-elf ringmaster, Marlow, the performers bring with them dazzling displays of magic and talent, artifacts with incredible powers to behold, and strange creatures most people would never get the chance to see close up. Behind all of the joy and revelry, the circus holds a dark secret, for Marlow keeps tyrannical control over his performers with both whip and word. As this latest performance reaches its height, two acrobats decide to take their chance at freedom, making use of a distraction to steal something valuable from Marlow and make their escape. Marlow will do anything to get the two back under his power, and so turns his significant charms upon a hapless band of adventurers attending his circus.
The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14
A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47
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
People from all over the world travel to the oracle of the dead, the Necromanteion, to commune with the spirits of the dead. Following a ritualistic preparaton of the body and the mind, a "Seeker", as they are called, enters the Adyton, and with the help of the Prophet comes in contact with spirits. Who would your characters talk to if they found themselves in the Necromanteion? Before you can answer that, you must first save it from a demonic invasion! With the temple in chaos, and foul fiends everywhere, will our adventurers be able to save the Necromanteion?
What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
In part two of the Rock Con scenario, our group of heroes heads towards Bibliotheca. This urban adventure has a variety of encounters unique to the city setting. Can the group uncover the missing books?
About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd level characters.
The lost Bloodtower has returned, arising from its earthen grave to stand as a mute sentinel over the fog-shrouded moorland. In the weeks since it's return, local travelers have spoken of new undead roaming the countryside. Pgs. 80-87
Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke’s mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten – until now… This adventure module also includes The Balance Blade, a short level 2 adventure in which a wizard’s patron makes a simple request: travel to another plane to retrieve a legendary blade of neutrality. But once the journey is in motion, the wizard finds that not all is as it seems!
Every autumn the reclusive goliaths of the Silvertop Mountain Clan hold their Festival of the Hunt, inviting neighbors to join in the partaking of merriment and mead. Your adventuring company finds themselves drafted as monster hunters when a young huntress is slain. The culprit? A lamia, whose lair has discouraged all previous attempts to destroy her. What the party finds inside her cave triggers a different call to action. Pgs. 21-27
With the discovery of an enormous diamond deposit nestled on their borders, the kingdoms of Peldadrin and Belford both claim the repository of indispensable gemstones as their own. After years of negotiations fail to bring a peaceful resolution, the two nations (further incited by sentiments of national pride that have risen over the years of negotiations) determine the diamonds will be claimed only through war. In the early days of the war, Private Geth Heston, a Belford scout with rich Peldadrin ancestry, was dispatched into enemy territory to uncover Peldadrin unit formations, patrol routes, and any other information he could find. It’s been two weeks since Geth sent his latest report, putting Belford command in a state of unease. The information Geth alluded to in his last message could change the course of the war, if proven true.
It's the little things that count. Obnoxious little problems can easily become obnoxious big ones. Although designed as a companion to "Grakhirt's Lari" (which appeared in issue#1), a copy of that module is not required to enjoy this one. Pgs. 3-8
'Help wanted: Fearless crew to stop undead pirates. Pay bills before applying." The first thing you'll hear is dead silence. The party must hunt down a ghostship disrupting commerce in the trade port of Koll. At least, everyone thinks it's a ghostship, the party may discover otherwise.
In Mulcrow, food - not music - soothes the savage beast. The adventure begins in the town of Griffondale whre the PCs encounter Jelmark, an emissary of the Duke of Mulcrow. Jelmark hires the party to help the witch Rudwilla prepare a special stew for a cantankerous bugbear chief who lives in the Rockforge Mountains. Bruggh the bugbear demans the stew once a year on his birthday.-- from the adventure. Pgs. 34-48
As fledgling adventurers, your group is looking for anything to increase their fame and line their pockets with gold. Upon crossing the countryside your group comes to Creedo’s Trail a small thorp in the Duchy of Starryshade. Upon arrival in town you find an inn to stay indoors finally and a job opportunity hanging at the Bagel Inn purporting an “easy job” for a “big reward”. The poster is reputedly a crone or witch who has need for some components for an experiment she is currently working on. Easy job AND big reward…what’s not to like!
The wizard Fez has faith in the abilities of adventurers. But Mephistopheles isn't as confident. So a pact was made between the wizard and the demon. As each bargained madly to outdo the other's bet, Fez was trapped in a magical sleep. More than just a wizard's pact is at stake as you strive to accomplish the seven "impossible" tasks. FEZ II is a module which will challenge your ability to overcome dangers, solve problems, and adjust quickly to the unexpected. It was the wizard Fez that made the deal with the demon, but it is you who must make good on ...
There is no particular overarching story here, just a prospect dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
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