Long ago, when the Dragonborn Empire of Arkhosia thrived, the flying citadel Ustraternes was undone by tiefling magic. Now, a dragonborn zealot with dreams of renewing the lost glory of his ancestors explores the ruins—and unleashes a plague of rampaging drakes on the terrified locals. The story offers PC's the chance to tame a Warwing Drake, disperse a mob, parley with undead, and battle within an alpine meadow that defies gravity.
Can you save Timsgiving (not Christmas) when Tim (not Santa) goes missing just days before the holiday? With only a few days until the annual winter gift-giving festival of Timsgiving, Tim the toy maker has gone missing without a word. Something mischievious is afoot. Can the party save the town of Spining from missing a holiday? Dragon in a Toy Shop is a 3-6 hour adventure for a 4th to 5th level party. It is set near the town of Spining, which can be dropped into any campaign setting, but can also be run alongside another settlement or even in the middle of the wilderness!
What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
The Vault of Pallon the Pious is an adventure for four 2nd level PCs. A famous pirate captain came to worship a lawful god in his final years. After a lifetime of plundering, pillaging, scuttling, and murdering along the coastline, the fear-inspiring Pallon the Merciless rebranded himself as Pallon the Pious. But, a history of violence is a hard thing to reconcile, and the salty old dog slowly succumbed to madness. His most precious possession was a set of scales that reflected perfectly his own inner conflict. The Scales of Misjudgement are buried deep in the treasure room of his crazed rock-island vault.
Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59
60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.
Everyone in the villages that once made up the Kingdom of Lilies knows the tragic tale of Queen Niva Brysis, a fair and beautiful sovereign from a past generation. The queen and her kingdom are often thought of in the same regard; the kingdom didn’t truly come into being until her birth, blossomed in her youth, and wilted away as the queen aged and succumbed to madness. Of course, this is in the annals of history now, as Queen Niva died decades ago, crazed and alone in her mountain keep… right? Not according to a new cult calling itself The Queen’s Adherents. This group not only claims that Queen Niva is alive and well, but she has regained her youth and former beauty. What’s more, they promise any that join their ranks may receive their queen’s blessing and become immortal themselves! The PCs are ultimately the ones that need to dissolve the cult from growing, and in doing so look into the mystery behind the queen’s enigmatic return. But be careful, because if looks could kill, this mission could be murder! Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.
In the fetid waters of the Rotbog, the Wraith’s Breath lies wrecked. Those squalid remains were once the proud vessel of the Dread Pirate Ghostbeard, during his fanatical pursuit of the Lost Gold of Tagua. Whether he found a piece is not known, though it is said that a mere touch of the treasure can infect one’s soul with the ‘Gold’s Will’ – a compulsion to reunite the scattered booty. Perhaps that explains Ghostbeard’s mad obsession. Risen of the Rotbog is a short, undead-pirate-themed encounter for four to six 2nd level characters that builds towards a chilling showdown with the Dread Pirate Ghostbeard. It can be easily slotted into an ongoing campaign, or can work as a short one-shot. The file includes a battle map - one version for the players, and one with GM annotations.
The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.
Welcome to the town of Talos, where things are fairly peaceful aside from the ritualistic sacrifices that have been occurring lately. Have a lovely dinner that ends with your party being trapped in a cellar, bound and one member short. The clock is ticking to see if they can solve the mystery of the cult and find their missing companion before it is too late.
This starting adventure for 5E is designed to introduce new players and give them a taste of the core aspects of D&D. Over the course of a single session the heroes will journey to the dungeon where the evil kobolds have taken hold and rescue the kidnapped baby before the kobolds welcome their new draconic overlord. Included are first level character sheets so you can get started right away.
By a well-trodden road lies the estate of the Eryx family. At some point the estate was converted into a roadside inn. The merchant Robert E. Wardlove has received an urgent letter from his daughter Derleth. She begs of her father to arrive in haste to the faraway inn and take her back home safely for the Evening of Still Streets draws near... Enigma of the Eryx Estate is a break from the usual dungeon crawls of the Shadowdark RPG system recommended for characters of lvls 1-3. During this adventure players get to solve a murder and the mysteries that surround it. Exploration and intrigue are emphasized as player characters gain XP for uncovering secrets. Combat is in a more minor role during this adventure, but if the players don't figure out the mystery by midnight, they might be in a fight for their lives. The adventure is designed for ease of running with punctual room and character descriptions.
What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
The adventure takes players from a town devastated by an unexpected flood, through a drowned land where nature is turned upside down and desperate families cling to the roofs of their ruined homes, hiding from the monstrous products of a disordered world, through the strange tomb of an ancient race, to a profundal zone, hidden for millennia and now exposed, and finally to the Observatory itself, an eerie abandoned treasure palace, where they will encounter a pale and unexpected terror which will seek to claim their lives. The adventure is suitable for a lucky mid-range party, a stupid high-level party or an exceedingly clever low level party. It is difficult, with a meaningful possibility of character death. Should you find them, and defeat their guardians, the treasures of an ancient culture will be yours. At the final point of the Observatory is a glimpse of another world. Published by False Machine Publishing
This is a reclamation of the classic Mexican horror story designed to keep young adventurers wary of their curfews, La Llorona. In this tale, adventurers will face perilous encounters with beings that lurk in the shadows, and uncover what might have happened to drive a woman long ago to transform into a nightmarish legend.
The enemy you hunt may not be the enemy you find. A midnight encounter with a halfling guerilla and a vengeful magic-user. Pgs. 33-38
The Dwarven clans are in chaos, and a powerful host of goblins stand poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords- one of the most powerful weapons ever created by the dwarven race- holds the key to ultimate victory against the massing humanoids. Can the PCs brave the labyrinth of an abandoned dwarven stronghold to find the Axe? TSR 11347
Arnyn, a merfolk mercenary, has been hired to clean out the sewers below a thriving port city. Unfortunately, she jumped at the payday before truly understanding what she was being asked to do. Now she's looking for someone to take over her contract.
When elf noble Caracticus Swordstar approaches the party with a fetch quest, it seems simple enough. But the item he seeks was brought deep within the forest, stashed in a long-forgotten mansion, and guarded by a sentimental banshee. The party must navigate the mansion and the entangled pasts of the Swordstar and Shandorel families to finish the job, or find themselves the next undead guests of Giltred. Pgs. 61-67
The wizard Fez has faith in the abilities of adventurers. But Mephistopheles isn't as confident. So a pact was made between the wizard and the demon. As each bargained madly to outdo the other's bet, Fez was trapped in a magical sleep. More than just a wizard's pact is at stake as you strive to accomplish the seven "impossible" tasks. FEZ II is a module which will challenge your ability to overcome dangers, solve problems, and adjust quickly to the unexpected. It was the wizard Fez that made the deal with the demon, but it is you who must make good on ...