The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.
Lured by a scroll where the long dead sorcerer Urgaan boasts about treasures hidden in his tower, the PCs arrive at the outpost near the Awaroth Woods. A 1 page adventure for OSR style games.
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.
The Lady in Blue, a mysterious figure of cosmic power, enlists a band of simple peasants for a strange task. They are to follow an invisible bridge until they arrive at a hole in the sky – and then jump through. Death awaits all but the bravest, strongest, and luckiest, but the Lady offers a reward beyond all the riches of the world: the chance to change the very stars these peasants were born under, and thus change their destiny.
"The Tree Prince“ is a short adventure. The adventurers will meet a fae leader for whom they will fulfill a task.
One page side quest, one page maps. For decades old Alma Scarlet-thorn and her cat, Ferox, entwined as witch and familiar, reveled in tormenting travelers passing near her lair. But, recently, Alma has favored her newly created mist golem more. Although Ferox has enjoyed the power of their bond, she now believes the magical connection is no longer worth this jealousy. The cat, Ferox, has been searching for a way to punish her mistress or remove the golem. Adventure hooks provided. Published by Wicked Cool Games
If you save only one kidnapped daughter this year, save this one. Rescuing maidens is a dirty job, but - you know the rest. On the road, the PCs encounter the aftermath of an attack on a small merchant caravan. The PCs must find and return Zenobia, the merchant's daughter. To do this, they must track, locate, and confront the unknown raiders while keeping the Zenobia's safety in mind. Pgs. 4-19 & 34
The small town of Boldon, and its surrounding villages are afraid. Dozens of people are missing, some speculate lost to some nefarious purpose. A broken drunkard tells fantastic tales of an evil temple and the horrible things within. The rare few who know the legends and history of the region are beginning to think the dark times have returned; not seen since the fall of the first age of man. People are beginning to feel the icy fingers of fear closing in. The party becomes aware of these events, and is inspired to investigate. This leads them to a broken man who tells them a story of a lost temple. Has it been rediscovered by men seduced by its forgotten evil? The drunkard’s tale leads to others who might help the party discover more before they face The Lost Temple of Forgotten Evil. Published by Fat Goblin Games
The Blacktooth Ridge, fabled for its string of long abandoned fortreses, treasure houses, temples, and underground mansions lies far to the north and east of the civilized lands. Dangerous journeys and the promise of treasure invite many an adventurer to the wilds along the Ridge. There they sek fame and fortune. But it is an altogether dangerous place, tainted with the evil of the Horned God, there in hidden caves and darkened temples some linger stioll who call him their master. Of late these creatures have issued forth to plague the few people who call the ridge home, the toen of Botkinburg most of all. Now, raids and plundering confound the settlements near the Blacktooth Ridge. Rumors of Rottenkip the Goblin King and his fearless warriors taking up residence in the Blacktooth Ridge are circulating. Ogres and Trolls are raiding villages and looting caravans. Few are coming to the aid of those beset by the depredations and the evil denizens of the Blacktooth Ridge continue to spill out ever further across the lands. The call has gone out, the mustering of militias is at hand, and the Blacktooth Ridge beckons to any and all willing to come to their aid and discover what is calling forth these foul creatures. Also available for 5E
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.
A dwarven laboratory forgotten for many centuries has finally been rediscovered, but there is sure to be danger lurking within. It turns out some of the other machines within are still active, as are some of the traps and puzzles. Prepare your party for a blend of challenging puzzles and diverse fights in the dungeon that was home to my first player kill.
Why would a town refuse to be rescued? A highland town faces a greater danger than can be imagined - and no one wants your help against it. In a remote village in the desolate north, a spate of murders and kidnappings has the town on edge. A woman named Gwendolyn goes missing and it is suspected that Albee is the perpetrator. However there is a conspiracy in the village that the heroes must unravel, to which they discover is actually the sinister plot of a devil worshiping cult. Pgs. 33-43
"It was already a freezing morning when you set out for the legendary Castle of Madness – the mysterious castle that is said to emerge from blizzards once every seven winters. " In this short treasure hunt for one 2nd level player, you'll brave an frigid mountain, an icy cave, and a haunted castle to bring home a pile of loot. Written as a digital gamebook, you will keep track of your character's hit points, spells, and inventory on your character sheet, and keep track of enemies using your own scratch paper. The game will play GM and all enemies.
The Claret Wellspring is an adventure for four 4th-5th level PCs. "The first spell cast has not yet finished its work." Strange lights in the desert lead the PCs to a long-forgotten oasis. Travelling towards the lights, the PCs are threatened by magic so old, it defies categorization. Arriving at the withered shore of a blood-colored pool, the PCs discover an ancient dial and three tooth-like columns rising from the ground. Turning the dial results in the water being magically siphoned into the column's hollow cavities. If the pool is emptied, a small door is revealed in the crimson-stained much. They must defeat a blood-infused water elemental before proceeding. Once inside, the PCs share a room with a dark ritual running since the origin of the world. The keeper of the place, an immortal fey inside a powerful suit of armor, offers little explanation as to the nature of the ritual, and he seeks to ensure they tell no one of the Claret Wellspring.
In a small hamlet, things are strangely becoming tidy in the night. Far from being pleased, the citizens are alarmed by these events. A local painter has gone missing, as has a travelling scholar. What is going on here?
Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125
Mare Vinceret has kept the underwater city of Conatha thriving for centuries. Deep within the Greyspace lurks a force so strong that it could impede their progress toward peace. It dwells in a place beyond where they would ever choose to go, filled with dark aquatic life and a menacing presence that no one could match. Juliya Alastor, the leader of Mare Vinceret, sends her best to dispose of the threat known only as Biandra, the Hag of Conatha (sea hag). The Hag of Conatha seeks to fix what Mare Vinceret has done to the beautiful land that she sees as corruption in disguise, then live in peace. Biandra has taken their forgotten structure and made it her own. She sits within a threedomed greenhouse with walls blanketed by vines of kelp and seaweed and swimming with deadly aquatic creatures. Within the dark, polluted lair, Juliya's team falls into madness. One by one, Biandra's hallucinatory tricks destroy them, leaving each of them within her grasp. Believing all is lost, Juliya finds a glimmer of hope in a crackled communication one of the members of the party must be alive. She must send out one more group of brave adventurers to bring down Biandra for good and reclaim the underwater dome. Will the adventurers find the lost orc rogue, fight their way in, and investigate through the biodome maze? Or will they be confined to the underwater maze of Conatha in madness, trapped with the Hag of Conatha herself? Pgs. 35-41
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
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
The newly ordained Bishop Martin has called upon your group to deliver a message across the sea. While somewhat beneath your status, the new bishop was a former adventurer of some renown. Along the way to the southern reaches the party will find themselves dropped off at the wrong port and unable to speak to the locals…and that’s just the beginning! The party will need to find the pasha, get valuable information from him to assist the new bishop, and finally get back home. This adventure goes with FT – Antioch – Kingdom of Nirack.