A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
BLACKTIDE COVE THE CULT OF THE FISH-MEN From the Ship's Log of the Sprite: "...I can hear them fish-men. All the time with their chanting and hissing and whatnot. There's some kind of religion going on here, down below. We can't understand what they say, but it's something God-like, sure as spray on the foc'sle." A century ago, during the Spellplague, pirates hid a treasure at a shrine in a remote area of Impiltur's coast. Can the heroes claim it from that which lurks there? Blacktide Cove is a 4-6 hour adventure for 6 characters of 6th to 8th level set on the Sea of Fallen Stars! Set on the coast of Impiltur along the Easting Reach, Blacktide Cove can be placed anywhere there's a stretch of lonely coastline and the possibility of pirates. Blacktide Cove is 32 pages of adventure for you and your table! Includes a handy index, cartography by Dyson Logos, new magic items, and full-color player handouts - including exclusive art from Patrick E Pullen! Includes print-friendly version!
A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582
Tales of the cursed pyramid and the sleeping tomb of the Mummy Bride have long been a traveler’s tale, passed along by wayward explorers and greedy plunderers alike. Deep within the verdant jungles of the south, amidst a Green Hell of impenetrable jungle, savage cannibals and ancient myth, lies the shattered remnants of a once-powerful civilization and the terrible gods who ruled over them. Rumors swirl of untold riches and unplundered magic for those brave (or foolish!) enough to claim it. Will your players survive… and what will be left of them? The Jungle Tomb of the Mummy Bride is an old school, grindhouse-style combination of classic role playing adventure and devilishly-designed dungeons for levels 5-7, cram-packed with b-movie goodness to challenge even the most seasoned of adventurers. It’s a module that could only have been made in the primitive jungles of man… where life is cheap! Published by Planet X Games
Join the adventure in the free city of Taux! Written as a narrative piece to help incorporate game play into the shared world anthology series Tales of the Emerald Serpent, this adventure for semi-experienced characters will put you on the run from the most powerful and notorious family in Taux. Can the characters write their own story and join the legends of Black Gate with the help of iconic personas made famous in Tales of the Emerald Serpent and A Knight in the Silk Purse. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
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…
In PS1 - Barrow of the Culder, your newfound companions were offered a paying job as adventurers. With your victory complete it is now time to get paid. The only problem is that your benefactors are not in Merrydale, they are in Upton. With a payday in sight you head out on the Highway to Upton. As an ancient sage once said “It’s not about the destination, it’s about the journey” In this case the journey is going to be the adventure!
Your foe seeks to unlock the Iron Door beneath the Peaks of Flame and open the way for the Eater of the World. You must find your way through the maze of tunnels and stop them, or it will be the end of all things. Part Four of the Broken Chains Series.
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?
Many Cannith creation forges were lost on the Day of Mourning, but a rogue artificer has uncovered one of those that pursued some of the most experimental and dangerous research during the Last War. But while seeking the forbidden knowledge in the forge, this explorer awakened a dark power that was more than she could handle, and that now threatens the region. Pgs. 4-34
Strange things are happening at War Tortle Brewery. Not only is the magically automated, multi-level stone tower brewery under the influence of corrupting magic, but a bodacious party of hipsters has taken over the grounds. Management needs help! Prove your worth to partying hipsters by playing games and earning VIP points. Earn enough points and earn a Supreme Party Animal Badge – your key to entering the tower. Once inside, navigate the automated brewery, infested with all-new creatures and threats manifested from the brewery’s equipment and brewing ingredients. Do you have what it takes to gain entrance, brave the tower, and put an end to the corrupting magic? Will you survive the challenges within, or fall trying? Content Warning: Alcohol, Drinking Games, Crude Humor, Intoxication
Something is rotten in Rhoona... When the grotesque god, Cretia, casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out of the Ducal Palace... Dwarves are outlawed... taxes must be paid in beer... horses must be ridden backwards. Soon the entire town is in an uproar and a Dwarven army is marching on Rhoona. This is the situation when you and your part of valiant adventurers arrive in the suffering town. There you find... A ragged beggar who prowls the streets offering cryptic advice. A mysterious black-garbed cleric planning treachery. A trusted soldier plotting his master's overthrow. A sinister jewel casting its evil emanations over the town. You and your party are Rhoona's only hope. Only YOU can unravel the dark mystery that plagues the town and save Rhoona from...the Curse of Xanathon. TSR 9056
The heroes of the town of Torch follow a trail of clues to the sprawling junkyard known as Scrapwall, where bands of desperate and violent brigands vie for control of the technological remnants found within. The Lords of Rust dominate Scrapwall, and their swiftly rising power threatens more than just the town of Torch, for this gang has the support of one of the terrifying Gods of Numeria. What slumbers fitfully beneath the wreckage of Scrapwall could catapult the Lords of Rust into a new level of power if they're not stopped!
An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.
Drawn by greed or curiosity the adventurers enter the strange ruins of castle of madmen. Terrible monsters stalk the hallways, but the greatest challenge is not merely to survive but escape with their sanity intact. The Palace of Sweet Dreams sends the adventurers on a different and challenging dungeon exploration, where wits and smarts will be key to survival. Those who the masks may seem harmless ... The adventure contains new monsters and magical items to keep your players on their toes and let them discover how magical items can present their own adventures. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
Great riches and sudden death, free for the taking. The owners of the vault dared all looters to test their wits against it. Hundreds of years later, the vault is still unopened. Now, it's your turn to try to get in. A heavily trapped vault containing a whole lot of treasure. Little combat. Pgs. 41-46
“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.
Necromancer Lintu practices undead-focused magic, avant-garde taxidermy, and is one of the most intelligent, successful, and evil people in Morsain. Outwardly helpful about undead, he's a psychotic serial killer happily "sourcing raw materials" himself.
Thail Donnodol, an eleven scholar, has been imprisoned for crimes he did not commit. The law is no refuge. Only by breaking into the fortress prison of Granite’s End can the player character save Thail from a lifetime of misery. There’s only one problem: Thail Donnodol does not want to be saved. At least not until he finds the Vengeance of Olindor. Part 3 of the Olindor Trilogy.
For the most part, the town of Ockney’s Hold has always been a peaceful place—bordering on boring. The most interesting things going on in this frontier mining settlement include the annual livestock fair, the cost of spirits at its various inns, and speculation fueled by those same spirits as to what foul things are being dumped into the river by the ore refinery. Recently, however, the usually placid Baron Reinson has begun to act erratically, ignoring most of his counselors, giving more responsibility to his equally erratic chamberlain, and replacing key figures in Ockney’s Hold with outsiders. With no clear answers as to what might be behind the baron’s strange behavior, his last loyal counselor seeks out a band of adventurers to help. Will these brave heroes be able to get to the bottom of a widening conspiracy? And can they expose the terrible and unseen forces manipulating the baron in time to save Ockney’s Hold? Published by Gamehole Publishing.