"Fishing for Gods in Strade's Gallows" is a Dungeons and Dragons 5e module designed for 3-5 players at levels 2-3. This module features NPC dynamics where cordial manners and a polite smile matter just as much as sword-swinging prowess. Original monster entries and dungeon maps can be found in the appendices. A medical shipment to the swampy town of Strade's Gallows takes a turn for the eccentric when the party happens across enigmatic shrimp-men who begin to worship them as gods. Can the party solve the mystery of Strade's Gallows' ailment, or will their new disciples botch it all up? This module includes a list of songs which convey the mood of the setting. They are all online so it's easy to make a playlist.
Giants stalk the shifting sands as the lost city of Stylos awakens from its deathless slumber. The Fourth Age of Man is at hand! All that stands between the gigantic hordes of Stylos and their conquest of the world is your band of adventurers. Sinister traps, implacable foes, and the crushing tread of the dread Colossus all lurk within these pages, eager to test the courage and cunning of even the most accomplished adventurers.
Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.
Lo! The corpse of poor, departed Scholar Zubayr, washed up on the shores of the River of Sand, lies in the charnel house…destined to become dinner for a cult of cannibals. Though distasteful in the extreme, this isn’t your concern—except that Princess Karima Gamila, the most beautiful gnoll in Per-Bastet, has begged you to rescue her friend’s body and help discover his fate. Still unmoved to action? Know then, adventurer, that the Scholar was hot on the trail of lost treasure! If you can claim his body from the cult and decipher the clues he left behind, long-buried riches and powerful magic might be yours. But nothing is simple in this city of dark wonders: others converge on the charnel house in pursuit of wealth, vengeance, or both. Can you out-fight and outwit vile cultists, undead catfolk, a cunning werecrocodile gnoll, and the deadly secrets that lie buried beneath the River of Sand? Set in the city of Per-Bastet in the Southlands Campaign Setting, it is meant for play either as the thrilling sequel to Cat and Mouse, or as a standalone treasure hunt! Also available in Pathfinder format.
This book goes over the various rules around the faction of the Emerald Enclave in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, characters are sent to climb a volcano and stop a band of Orcs from allying with Fire Elementals.
There is no night for faeries and the fey like Midsummer’s Eve, and the green woods hide many wondrous and magical things on the shortest night of the year. On this night, a group of curious villagers would be adventurers, perhaps wander into the forest and encounter the lonely rusalka, who asks for their help retrieving her lost heart before the night is done. Pgs. 7-14
The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
A short adventure to tie player characters into the events of the climax of the Prism of Pentad series. Terrible cataclysmic occurrences herald the end of one Athasian age and the beginning of another. As the Great Earthquake rattled the Tablelands huge storm of lightning and torrential rain appeared over the distant edge of the Sea of Silt, a powerful defiler named Malignor watched for a sign from his master, Tithian, King of Tyr... The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake... The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic after the deaths of their sorceror-kings. A new age has dawned on Athas, but will it be an age of restoration - or of destruction?
Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143
Figgy Puddin' Steals Christmas is a short adventure Designed for use with Shadowdark RPG. The adventure is designed for three to six characters of low to mid experience. The anticipated run-time is 2- to 4-hours. There's a bit of roleplay in this adventure, which may extend the playtime. Adventure Background A traveling jester known as Figgy Puddin’ and her Coal Smudge Gang have stolen Christmas presents and now hold them for ransom. While safe and secure in her lair, she awaits either a payment of an outrageous ransom, or a crew of heroes to claim the presents after they navigate her not-so-festive lair. What's the Adventure? After you introduce the hook, the adventure occurs in Figgy Puddin's lair - a refurbished kobold bunker consisting of eight rooms. As the characters explore the linear dungeon, they encounter new creatures, complete challenges, and are tested about their Christmas knowledge. However, the final confrontation with the naughty Figgy Puddin' could make for a very Unhappy and Unmerry Christmas for our heroes, the children of Thistleton, and their parents. Who Is Figgy Puddin’? Figgy Puddin’ was once a happy jester who loved Christmas. For years she traveled the realm, bringing fun and festive cheer to villages and children while preparing the way for Santa. However, times have become tough, and entertainment doesn’t always pay as well as one would like. As Figgy prepares for retirement, she’s learned she doesn’t have enough gold to last. During this time, she’s also decided that Santa doesn’t know who she is, let alone appreciate the work she puts in every year. Using her savings, extortion, blackmail, and other nefarious means, she’s convinced several mechanical geniuses and arcane specialists to help her refurbish her underground bunker with wondrous effects, creatures, and tests.
This module is the first of a series of High Forest adventures. It includes a description of the village of Merric, including detailed NPC's. Merric has always been at risk of raids by the local Gnolls, but now word has come that the Orcs of the Greypeak mountains are massing to invade High Forest. The elders of Merric have decided to hire and groom an adventuring group to ensure they have a balancing force against the invasion. Soon it becomes clear that there is something far more dangerous than Orcs threatening High Forest and if the children of Merric will ever be safe again, someone needs to stand between them and the evils that lurk in the dark.
Duke Adrian Abdel is a living legend in the city of Baldur's Gate, and much of the city has gathered to celebrate him and his accomplishments. On tis day of festivities, though, the dukes past will finally catch up with him, with dire consequences. Murder ha returned to Baldur's Gate, and brave heroes are the city's only hope to stop the violence. Wealth flows into the city of Baldur's Gate like water. As the rich luxuriate in their mansions atop the bluff and artisans ply their trades on the steep streets, masses of poor laborers swell the slums. Money and power beget political scandal, religious fervor, crime . . . and murder. No one feels save on the rain darkened streets. Strange, foreign gods are beseeched in secret shrines. The city is rife with corruption. And through it all, the body count keeps rising. Murder in Baldur's Gate™ is a Dungeons & Dragons® Roleplaying Game adventure that can be played using the rules for 3rd Edition (v.3.5), 4th Edition, and the D&D Next playtest.
Thief's Challenge is primarily a mystery, a story thick with finger-pointing and double-crosses. It takes a thief to catch a thief in this ONE-ON-ONE™ adventure for one player and the DUNGEON MASTER™. A low- to mid-level character will need sharp wits to bag the Gullwing Bandit! TSR 9420
Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44
For hundreds of years, Aknar Ratalla's tomb remained undisturbed, the Black Blade safely hidden within its vaults. Can a band of adventurers use the tomb's guardians and traps to keep it that way? Long ago, Aknar Ratella brought pain and desolation down upon the land. His reign of ruin was finally ended by an unlikely alliance of the forces of law: a band of devils and devas slew the warlord but were unable to destroy his dangerous weapons and relics. They chose instead to hide these potent artifacts of evil in a remote tomb, selecting a devil and a deva to stand guard over the tomb for the rest of time. For many centuries, the tomb stood unspoiled... but now, a new player has entered the scene. After infiltrating the tomb themselves, a band of adventurers must become its guardians and use its denizens and traps to prevent a monstrous gnoll chieftain from claiming the deadly artifacts hidden within for his own nefarious glory. Pgs. 58-80
FVC8 – Youngblood Keep has a seasoned party meeting with Lady Enorra, a noblewoman at the northern frontier. She has requested the party by name to help her recover a valuable artifact called the Eggstone. After accepting the job you find yourself at a locale known as the Chapel of Ancients and that is when things really get strange! Youngblood Keep used to be a fortress in the area but was ripped from this plane of existence to another. Who’s up for a quick trip to Hell and back?
How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis
In this adventure players are set first on a simple task, to solve the disappearance of the local witch before outside forces take an interest. But as the players get deeper, they will rapidly kind themselves on a quest for far more, as they range from an alchemist's lair on a crumbling tower down to a dark swamp full of mystery and danger, seeking a holy relic that might lead them to the outskirts of Hell itself. All in service of the sleepy Village Sujeira and the dusty souls within. 1452: Saving Sujeira’s Soul is an adventure set in northern Portugal on an alternate history Earth during the year 1452, in a world where history is much the same, but for the fact that the Rus are all hirsute dwarves, the hordes that poured out of central Asia were orcish (and half-orcs are mostly janissaries split among the Ottoman Empire’s demesnes), and elves are creatures of rumors and myth. Halflings live among the English and Portuguese in villages and farms, while goblins are pests best left for dead in the wilds between civilized countries. The Church arms its inquisitors with holy blessings, for witches are not mere milk-souring old women but vile devil-pacted souls, and wizards and sorcerers seek human and kine for sacrifices to fuel their darkling magics. There be dragons on the edges of the world, and ogres and sea serpents and giants, but the alchemists of this world know things beyond mortal ken and fight these horrors with science and canny concoctions. Published by Coldlight Press
The insurgent agent Adan, a spy in Alvedara, came across plans for an upcoming assault on Bodrun, the largest remaining dwarven clanhold in the South. Though the dwarves were unknown to him, this Sarcosan rebel decided that he must do his best to get word to these allies in the mountains. He stole the plans and abandoned his cover identity, fleeing east along the Eren and hoping to find succor in the Forest of the Sahi before his trek into the Kaladruns. He didn’t make it that far. A legate spyhunter was on his tail within hours of his departure, and with his stronger mount and divinatory magic, was sure to run him to ground on the Horse Plains of Erenhead. Adan hoped to throw off the scent of his tracker in the town of Malima, where he had contacts and might be able to wait out the legate in a safehouse. Unfortunately, the situation in Malima had worsened since Adan had last been there, and it had become a place of exile for Alvedarans with the plague. It was a question of choosing the lesser of two evils: plague and possible death in Malima, or torture, betrayal, and certain death at the hands of the legate. Adan chose to hide in Malima, but contracted the plague while hiding from his pursuers. Though unable to contact the outside world, Adan sent his familiar, a raven, eastward in the hopes that it would reach a dwarven settlement that could send agents to aid him. The raven made it to the Hagaran Observatory in the Forest of the Sahi, where the PCs have been assisting the sages of the observatory. Midnight Runner Up - Gen Con 2005
Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126