Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
The town of Canticle Bay has long been dependent on ocean fishing for its economy, and as demand has grown, the town has increased its efforts to supply the inland cities with the best seafood. Recently, however, the men who go out on the boats haven’t been coming back. A newly formed group of adventurers have been sent by the guild to investigate the missing men. Where are they? Those that are still alive can be found in the watery depths amongst the Sirens sworn to protect the ocean. Faced with the truth, whose side will the party take?
Twenty years ago, the humans built a dam and flooded Gormelin Valley. They drove the Cinderborn goblins away from their land. But now the Cinderborn are back and they want vengeance. The dam must fall and the human towns must drown! Damnation is a set of two parallel adventures that cover the same events, locations and characters. In The Heroes' Tale, the players control a traditional heroic party. They get to attend a wine festival, save a town from a flood, dive to the bottom of a lake, choose between retaliation and negotiation, and face a demon atop the dam as he attempts to demolish it. The Goblins' Tale tells the other side of the story, allowing players to take control of a party of goblins. As the Cinderborn, they must deal with human spies, sneak into a wizard's tower, trigger a catastrophic flood, choose between peace and vengeance, face their own demonic leader, or aid him in breaking the dam. Also included: maps and goblin pregens!
Displace Beast Maze is an adventure that has one long encounter that is a combination of a puzzle (maze) and combat encounter (Displacer beast). The Displacer beast tentacle's ability to attack through the maze walls, knowledge of the layout, and hit-and-run tactics make the labyrinth both a useful and possibly deadly lair for the creature. Pgs. 27-29
A secret ruin has been discovered beneath the king's palace and the adventurers must seek out a missing wizard who went exploring. The royal palace was built on the remains of a keep that was abandoned many years ago. Recent renovations have uncovered a secret passage that leads deep beneath the castle, and the court wizard Dorja went down to investigate... he hasn't been seen since. What no one knows is that the ruins beneath the castle are actually a temple to a dark god. Inside, undead husks roam that once worshipped there before they were sealed in long ago. The high priest of the temple, wishing to elongate his life, made a pact with a dark god and became a vampire. Now he waits on his throne for the day when he'll be freed from his self-imposed prison.
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
This item was originally created for MaceCon 2018 but has been rebranded as part of the Artifact series. The party meets with the religious leaders of Liverpool and are tasked with recovering a three part artifact known as the "apparta". Their journey takes the PCs through time and space with some rather high level obstructions to deal with!
In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.
The Toxic Wood is a deadly wilderness adventure for Old School Essentials This hexcrawl adventure focuses on game-able content and being easy to use at the table. It is graphic and art heavy and utilizes a lot of random tables to make it easier for GMs to run with minimal prep. "You have been hired by a secretive council of wizards, who refuse to meet in person with you, to rescue the survivors of Mugwort - a town which was thought to have been destroyed and lies deep within The Toxic Wood. The Wood is corrosive and the air is not safe to breath there, so the wizards have given you a magical orb which will create a safe dome of air around you. The orb must be fed with fuel containing life force to continue operating properly. They have also gifted each of you a less effective necklace which will create a temporary small bubble of clean air around your head as an emergency measure. The Wood became noxious a couple of years ago after a dragon known as Ion moved in. You will have to navigate to Mugwort without Ion noticing if you are to conduct a successful evacuation." The toxic wood is home to many strange entities; spiteful mutated horrors, ancient insectoid witch sisters, bloodthirsty redcaps, a mushroom witch and a corrosive dragon cult. Noxious gases produced by alien plants slowly coil through the air creating an endless red haze. Anything that is not part of the woods lethal eco-system is rapidly corroded, with all evidence of its existence erased within days. Details: 32 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Hyperlinks Random tables Hooks and rumors for your players Rules for surviving in the toxic wood using the orb and other means 16 keyed hex locations Backgrounds for characters to aid roleplay New monsters Key NPCs A timeline of events for the DM to structure their sessions around Flora of the wood Random treasure tables Prompts and resolutions for what happens if players take different actions Cursed Items and Powerful Artifacts: Scattered throughout the wood, offering potent abilities but often with dangerous drawbacks.
"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.
A short adventuring interlude focusing more on encountering something unusual, rather than fighting anything. The PCs come across a tree and a pool inhabited by elves. The nearby brook fizzes with "energy gas" that grants a temporary HP boost. The players can explore, but there are no real "answers" just a weird thing they found on the way from somewhere to somewhere else. Rated for between 1 and 4 characters, this could easily be run for solo play, but it is short and a little weird. There are roleplaying opportunities with the elves, but there's scant data here, the elves are flighty and capricious. Pgs. 38-41
We’ve been running these fights since before my granddaddy helped drive them gnolls out. We have a proud history of taking care of the animals, too—we get ’em as pups from the dwarves up in Granitehold. Sure it’s bloody, but you’re not in the sot lands of kings and queens anymore, are you. Say, did you hear that?
The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!
Who ever heard of a civilized gnoll? Stories of a secluded valley full of peaceful gnolls have been swirling for years, the occasional nonviolent encounters dismissed as tall tales or unique oddities. Now you are about to discover these gnolls for yourself. The rumors are true...but the full truth is a secret more terrible than anyone knew. A sect of the tribe maintain the magical peace by a terrible ritual sacrifice--not of blood, but of memory. The gnolls who undergo it become Forgotten, losing their identity and becoming a stranger to the clan who once knew and loved them. What is the truth behind the valley's protection? Will the gnolls be allowed to continue living in peace? Or will their only hope become Forgotten?
A family feud - with green cows? A barn is burned, a field is trampled, and halfling tempers flare. Can you prevent a family feud? Pgs. 48-62
The village of Bad an Fithich is besieged by a monster and the villagers offer a reward for its head. Thus far none have succeeded, but the tales tell only of a large wolf, which seems like an easy bounty. The party’s first night in the village is marked by the cry of a banshee proclaiming their inevitable doom, but if they listen closely they may hear another story. Pgs. 119-127
We saw it—don’t turn your heads. Up near Hilltop Crossroad and the temple. It walked south; the trees fell in its path. Even the moon hid. Gods help Father Dren . . .
The Forbidden Book - Caverns of Kehill is easy to implement in any setting and provides tools for real player motivation, interesting NPC interaction, exploration and meaningful combat by context and engaging situations. This adventure can be run in one session. The Forbidden Book is an old demonic artifact, that was destroyed and is manifesting after two hundred years. Cults are practicing rituals all over the world and the heroes will find one of them. It is the story of a group of adventurers, that stand valiantly against the darkness, rescue and old friend and if they succeed, become heroes of the small town of Kehill. Complete and ready to play with dungeon maps, a village map of Kehill and stat blocks directly on the pages. Featuring an additional print friendly version, all hand drawn maps (included additionally as separate files), beautiful artwork and two all new magic items. Published by StLion
After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?
SQ2 – Cesspool of Redrook takes a group of initial adventurers on their first challenge. Your new group wants to be big-time adventurers but don’t really have the money to wander out from the safety of the city of Redrook. As you question your options a wanted poster gives you just the opportunity you have been seeking. Can your party capture the notorious “Briny Pete”?