The mining town of Glister has a problem. The latest caravan only arrived with a part of its supplies. Orcs waylaid them, took much needed goods, and are now making demands that the town return an artifact that is theirs, but the town is unfamiliar with. Help track down information about this artifact and possibly defend the city from an orc invasion! A 4-hour Adventure for 1st-4th Level Characters Part 2 of Kossuth's Kiss
When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?
No Loose Ends is a mini-adventure that has a single encounter, based on a group of orcs (or ogres based on level) setting up an ambush for the players by setting up a fake bridge that they attempt to collapse under the players before attacking. The cloak of elvenkind is optional, it is included only in the higher level adjustments. Pgs. 17-18
Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
The astronomer monks of Farsky failed for decades to tell the future by the stars. Desperate, they found a promising seer, and passed off her predictions as their own… until deadly illness struck. Unable to give up their lucrative scam, they trapped her spirit, which became a thing of evil: a banshee, whose howls foretold their doom. The party have heard rumors of a ruin, where once sages could answer any question… Notes by @Demian: Winner of One Page Dungeon Contest (OPDC) 2015. The adventure consists of a single small dungeon with 13 rooms and an exploration/time-based random Silence spell mechanic. It is themed around music and sound. Designed as a one-shot to be played in one 4–7 hour session.
A bubbling stream cascades into a hole in the earth, leading to a series of underground watercourses and scintillating grottoes. Adventurers who delve within may discover odd mosses and fungi, a ruined temple complex, and the lair of a crystal-eating dream dragon.
This strange fruit has an unusual aftertaste. That horrible blue, bug-eyed monster you just fought - was it really an orc? An alchemist hires the party to gather as many moonmelons as possible for his own experiements. This strange fruit causes random mutations in the offspring of those that eat it. Unfortunately, it can only be found in the domain of a strange and mutated orc tribe. Pgs. 24-31
A little village with a turtle-shelled problem. An unusual visitor who likes villagers - medium rare. The Kappa ofPachee Bridge is an AD&D® game Oriental Adventures module. Whether a group of religious pilgrims or a samurai with, bushi attendants, any strangers passing through Pachee are stopped by the frantic rice farmers, pleading for aid. This encounter is designed to fit into any Oriental campaign and draws upon Japanese folk legends about the nature of lake kappa, considered here to be a subspecies of common kappa (Oriental Adventures, page 124). The village of Pachee is a remote and usually quiet spot where travelers rarely pause, a collection of 35 rice farmers and their extended families, with fishermen, hunters, and herdsmen, a smith, two carpenters, and a potter. It is named for Pachee-ko, a deep, stream-fed lake west of the village. The waters of Pachee-ko irrigate all the rice paddies and yield the fish that feed the townspeople. Pgs. 28-32
Wherein the Heroes step through a Portal to find themselves in a Location Most Foul, from which they make their Entrance into the infinite Planes of Adventure. Chapter I of the "Well of Worlds" adventure anthology. Pgs. 8-23 TSR 2604
Old-School Essentials Adventure A hole in an old oak tree leads characters down to a maze of twisting, root-riddled passageways, the chambers of an ancient wizard-complex, and the banks of an underground river where once a reptile cult built their temples. A classic expedition into the Mythic Underworld for characters of 1st to 2nd level. 60 keyed areas, rumour table, loot summary, dungeon background info, suggestions for expanding the dungeon. Keyed in a quick-reference, bullet point format. Unlabelled map included for VTT use. The Hole in the Oak can be linked with The Incandescent Grottoes to form a large, 3 level dungeon with over 115 keyed encounter areas!
Don't Get Burned! Follow a half-forgotten legend to treasures untold and a fiery doom. Pgs. 30-41
When an old beggar shows up filthy and injured on the doorstep of the Augustana Pathfinder Lodge in Andoran and demands to be recognized as Andoran's one true Emperor, Venture-Captain Wallace is inclined to chase him off. But when the old beggar reveals a wayfinder and tells a tale of demons and portals to another world beneath the streets of Augustana, Wallace summons you from Absalom to investigate. Will you make it through sewers, swarms, and sanctuaries to uncover the truth or will the dangers of the Augustana underworld consume you forever?
Ages ago, a religious order known as the Druun practiced rituals from inside sacred oak groves, ceremonial pools, and stone henges. In time, the Church of Law and Order suppressed the Druunic teachings, and the ancient holy sites were lost, forgotten, or converted to other uses. One such former site is located in the capital city of Dolmvay in the center of a small neighborhood known as Whiteoak Square. This neighborhood has recently been experiencing a strange phenomenon: At night, small dancing lights have been seen floating throughout the neighborhood. The residents were afraid of this sorcery at first, however, the lights seem to exude a feeling of peace and contentment, and the locals have grown used to them. How it Started: A few weeks ago, a butcher named Walton Brand was clearing out his cellar when he stumbled upon a secret underground passage that led to an ancient Druun hall. This hall was filled with lost relics, arcane lore, and forgotten treasures of the Druun. Walton told his friends, Loomis the Baker and the chandler Stefan of Walsbury, and the three men began sneaking away from their wives at night to dress in Druun finery and pretend to be men of wealth. A harlot named Red Kirsten was hired to attend them as they drank, feasted, and cavorted in the sacred hall. Unbeknownst to the revelers, the Druun hall still retained some of its magical powers and their merriment awakened the ancient guardian spirits of the grove. These creatures, known as faerlings, are the lights that have been seen dancing throughout the neighborhood. The faerlings were given life by the revelers' glee, and they project that joy and happiness onto the other residents of the neighborhood. This glee, however, is about to turn to horror. . . Oak Grove Whispers is a Labyrinth Lord™ adventure designed for 3-6 characters of 1st-3rd levels (about 10 levels total). The adventure is broken up into three chapters that take place in a small neighborhood located in the capital city of Dolmvay (the Labyrinth Lord is free to substitute any medium- to large-sized city from his own campaign world). Oak Grove Whispers involves a mixture of roleplaying, investigation, and dungeon crawling, so a diverse range of classes is recommended. As the adventure is set in a civilized city, the characters must also be careful their interaction with NPCs does not land them on the wrong side of the law. Published by Small Niche Games
The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.
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.
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
With survival being the hardest thing at low levels it’s important that PCs are careful and find help where they can. Xavier’s Wand offers a fledgling adventurer the opportunity to shine on their own and find a little help on the road as well. This adventure pits your new “hero” up against a bully and other challenges that will bolster a young adventurers experience and pockets! A thorp, humanoids, and potential henchman are some of the encounters in this adventure.
A band of villagers are trapped in a mist-shrouded carnival in the dead of night, facing death at every turn. Can they survive twisted oddities like the corpse-filled Tunnel of Love and the dreaded Bone Coaster? Filled with fantastic art, the Carnival of the Damned unleashes nightmares into any campaign, with encounters refined and polished by the anguished screams of hundreds of players at conventions like Dragon Con and Gary Con! For judges, the adventure fills many needs: author David Baity has crafted over 30 encounters and dozens of random threats. There is enough content for days of tournament play, or judges can select a smaller collection of favorite dangers for a quick DCC funnel session. For sandbox-style play, judges can extract individual encounters whenever a twisted challenge is needed in any old school system. There's even a haunting backstory for those looking to integrate the adventure into an extended campaign. And there’s clowns. Lots and lots of clowns. Published by Purple Sorcerer Games
It's feeding time at the zoo and you could be the main course! Raven Aldritch, mysterious and beautiful, runs the Aldritch Research Centre and Zoo for her father, a powerful mage. He enjoys turning dangerous creatures into terrifying monstrosities. But daddy is away and the magical shields that hold the creatures in their enclosures have failed. These monsters are rampaging through the research centre endangering the lives of the innocent workers. Raven desperately needs help to regain control, and she’s willing to pay the right group of adventurers handsomely. Will you come to her rescue? An adventure for the world’s greatest roleplaying game. Fifth edition compatible. A one-shot for a party of Level 3 adventurers