Off in the wilderness are the ruins of a temple that once belonged to the God of Balance, Tyr. It has long been abandoned by the traditional followers, but it is certainly not empty. A few clever individuals have found a way to harness the magics that still reside deep within this holy place and are attempting to use it to give life to an Iron Golem. The party must stop them at all costs or have a powerful monstrosity released into the hands of some terrible individuals.
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
Give your game’s locations a character all their own! Build encounter themes, emphasize magic places, and connect it all to the monsters living there with Expanded Environments and Additional Actions. Use traits to make creatures stand out and enhance their bond with the land, then add lair actions to reinforce the connection and escalate the fight. New interactions encourage a race between players and monsters to gain the upper hand using the environment around them with additional options in combat. In non-combat encounters, regional effects keep the feel of magic heightened in the surrounding area. Grab characters’ attention, and limbs, in the clutches of fallen armies on the ancient battlefield. Apply library traits and lair actions to a dragon to create an encounter with a bookwyrm. Tempt characters with the allure of enchanted gold in the treasure hoard. Bend fire itself to your will in the heart of a volcano. With Expanded Environments and Additional Actions ties “where you are” to “what & how you fight” with 21 environment templates for attributes and abilities you can apply to existing monsters and places that include all of the following: 80 lair actions that give the terrain a role, and often a roll, in the fight. 75 traits so familiar monsters gain new tricks and special features. 73 regional effects to add to the wonder of the world between combats 64 interactions for players or monsters to make the most of their surroundings This supplement was designed for dungeon masters who want more dynamic combat and more magical encounters. The collection started as my own expansion of the environments found in MCDM’s Flee, Mortals! but can be used on its own (along with the existing D&D 5e rules).
This single page, single player adventure introduces a new adventurer to the exploration life! Despite reservations by their family, the young PC opts to head to a nearby town to begin their career. The road to Remus is blocked thanks to a raging river but there was a shortcut that could be taken…
(Note: The titular crown is in this adventure, but it's up to the GM to provide their own stats for it, should the PCs obtain it) A short three-combat dungeon delve: Trolls with remarkably proficient tactics have been causing trouble for years. Track them to their lair then kill the trolls & their leader who has a black crown beaten into the flesh of their head.
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
"The Alchemists' Guildhall" is a rusalka lair suitable for four or five 6th-level characters. This adventure can be completed in one session.
Snakes fly, stones walk, and colossal monsters burrow in the world's crust - do these omens fore-tell catastrophe? Perhaps so, for now the dark elves walk in the sunlight, wearing armor that turns the shcaprest blades and strongest spells. They are poised to conquer the fabulous Hollow World. But what is this armor? How does its creation involve the ancient, mile-long Great Annelids, as well as those wondrous creatures, the feathered serpents? The mystery's solution draws your heroes across three thousand miles, from ruins to seaports, through the trackless caverns beneath the World's Spine, and finally to the eternal land of Nithia. There, your heroes discover the true meaning of... NIGHTRAGE! Nightrage is the second part of the far-ranging Blood Brethren Trilogy. You can play these three Hollow World modules in any order, or play this 64-page adventure by itself. You need the D&D Hollow World Campaign set to play. Easily adaptable to the AD&D game! TSR 9310
"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.
Fight the Monster in its Den … If You Dare! Book of Lairs brings you 24 great monster lairs for 5th edition! Each of these exciting and unusual battlegrounds comes with a complete short adventure, including a hook, area hazards, tactics, and treasures. Stage your 5th Edition fights in unforgettable locations like: Alchemist’s Guildhall Necromancer’s Cistern Clockwork Tower Den of the Rotten Kings Lost Halls of Everforge A Pirate Cove Crypt of the Warlock Citadel of the Void Dragon A Dark Grove Lost Fane of the Serpents Branches of Yggdrasil Tomb of the Scorpion Prince Sky Stairs of Beldestan Imperial Ghoul Outpost Umbral Vampire Lair And 10 more! Designed by some of the top names in the RPG industry, Book of Lairs is sure to add an aura of wonder and mystery to your game! Book of Lairs uses standard monsters as well as surprising new creatures from Tome of Beasts, and both monster books are required for maximum playability.
The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
A mystery scenario involving exploration of a drow archmage's tower while trying to solve the mystery of his involvement to the latest rumors of kidnapings in the nearby town. Benevolent academic or vile predator? The good people of Fern do not seem to agree these days about the nature of the owner of the iconic Dusk Tower. With a supporting cast that includes an innkeeping druid, a scorned sculptor, a belittled apprentice, an invisible butler, and a mysterious tower basement the heroes are sure to have their hands full. Can they uncover the secrets of Dusk Tower before it is too late?
Each year the Emperor holds a competition to select a new Adamantine Chef. When a challenger emerges from outside Kara-Tur, the current Adamantine Chef aims to win before the first dish is served. The challenger turns to heroes in this desperate hour! This adventure pairs action with humor. The menu includes high-flying martial arts action, wild animal hunts, shopping, haiku, and, of course, a food fight! Dish this out as fast food for a fun game night, or use the included tie-ins as extra flavor for an ongoing campaign. Delicious! A Forgotten Realms culinary adventure, featuring: - Tie-ins to the Tyranny of Dragons, Elemental Evil, and Rage of Demons storyline adventures or your own home campaign - Two new monsters - Innovative encounters offering your players unique roleplay and combat experiences - Links to the adventure The Five Deadly Shadows, extending play - A food fight with special food-weapon rules!
Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isn’t an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a day’s march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they won’t be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. It’s particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items
A master criminal has been making her way across the Moonsea, stealing priceless treasures at every stop. It's up to you to trace her steps, find her allies, and stop her before she can claim her final prize. A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.
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
Open-ended description of money system in Scatophagium setting and scenario hooks to begin adventures
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device’s secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in “Returned to Sky” contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty’s Edge, and Silver Crusade factions.
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.