The Nerastrim Manor on the hill once belonged to a wealthy family with great influence in the region; that is until Nathaniel Nerastrim's wife, Helen, decided she was through with the oppression of her rich husband, made a deal with a demon, and took a butcher's cleaver to everyone in the house. In the years since the massacre, the house has remained untouched. The spirit of Helen is still trapped within the house and repels the attempts of any who would cast her out. In this horror-themed adventure, your players have but a single candle to safeguard them against Helen's persisting wrath . . . will it burn long enough for the party to explore the manor and finally send the malevolent spirit of Helen on her way?
FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!
An ancient palace constructed by the mighty Wind Lord Boreas has a new master: the gnoll sorcerous matriarch Odjanbago and her clan—the Archthieves. With the flying Sky Palace at her command, Odjanbago’s legendary clan of thieves and killers have cast a shadow of fear over the Southlands’ northwestern desert. All tremble in fear of the Archthieves, from the jinnborn tribes of the Dominion of the Wind Lords to the priests of Bastet in Nuria Natal. Even lords of Midgard’s Seven Cities grow uneasy at their mention. Whether they hail from the Southlands or elsewhere in Midgard, the PCs must shoulder the responsibility of ending Odjanbago’s reign of terror.
The Bunker transports the party from their starting hex to a destination 2 hexes away. It can be placed anywhere on the Purple Planet map that does not already contain a numbered encounter. It could be hidden beneath the fecund growth of the mushroom forests, lost in the broken lands, amid the Ancestor Peaks, or uncovered by a sand storm in the wastes.
This adventure was featured at GriffonCon in South Bend in 2016. Two countries are uniting for a wedding when one of the most important gifts of the union is stolen. Without the dowry of the 40 Golden Eggs from Lord Griffon the wedding will not occur and war will be the likely outcome. A quartet of the most loyal warriors has been sent into to Chromatic Canyon to deal with the bandits and retrieve the items! This is an “EGGSELLENT” adventure for convention tourneys!
An artifact belonging to an ancient couatl god has been stolen from his shrine. Can the characters recover the Fangs of Oatali before the god's wrath unleashes a devastating cataclysm upon the jungle? Fangs of Oatali is a pulp-action adventure set in the jungle and includes: -Stealthy raids, hidden enemies, and the clash of two primal gods -Angry pterodactyls, massive sinkholes, and earth-quaking magic -Combat cards for each monster, PC, and special treasure -Beautiful, hand-drawn maps by Beware the Wizard, as well as high-quality digital maps for use with virtual table tops
Come and wolf down the adventure! It’s been a long time since the people of Welton have worried about anything but sheep ticks and late frosts, but now a pack of strangely determined wolves are spiriting away entire flocks at a time and driving farmers from their fields. With food running low and their sorcerer-in-residence nowhere to be found, the village council send out a desperate plea for brave adventurers to destroy the beasts. Is the job as easy as a walk in the woods, or is there more to the Wolves of Welton than mere animal cunning? There’s only one way to find out… A fresh take on the ancient 'kill ten wolves' quest that RPG fans will be so familiar with, The Wolves of Welton is designed to be played from start to finish in just one 3-6 hour session with limited preparation from the DM. All major characters have roleplaying notes included and full-size environment maps are included.
The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! This classic adventure set on a crashed spaceship challenges the players assumptions, and expands on what's possible within the "fantasy" label. TSR 9033
A tribe of goblins are raiding travelers on the Long Road, and our heroes decide to help. After a dangerous overland journey, they enter a mysterious abandoned temple where they encounter terrifying monsters, deadly traps, dark magic and a shocking secret. Will they survive the Temple of the Nightbringers? This adventure contains 14 encounters and includes a mixture of combat, roleplaying, puzzles and traps.
"The Aboleth's Grotto" is a nihileth lair suitable for four 10th-level characters. The adventure can be completed in one session. The small town of Springwell harbors a secret that almost nobody knows about, and those who do conveniently ignore: it sights right over an unoccupied settlement of the deep caverns of the underworld.
Your time on the mainland of Calentria has come to an end and with an appropriated ship you find yourself approaching a collection of island in the middle of the ocean. Some of the sailors that have ventured into this area before report there may be a language barrier. As you approach a large land mass a dark shape in the sky seems to take notice of you…
From the log of the Leaping Dolphin: "110th Day: The gale nae stops for twa days. My ship is driven before it and the magus is as helpless as a wee babe. Akito names the winds tai-fun in his heathen tongue...." Drawn by the lure of aventure and riches, a crew of seamen sails valiantly into uncharted seas. In the squalid dens of the port districts, tales hint at a land of untold riches across the waves. But getting there is only the beginning. Across the waters lie Kozakura, a land of mystery and danger. There you will discover new cultures, strange values, secret powers, and fabulous terrors. For Kozakura is a land of Oriental Adventures. Swords of the Daimyo is the first module designed for use with the AD&D Oriental Adventures rule book. Swords of the Daimyo includes descriptions and maps of the island of Kozakura, detailed information and maps of Miyami Province of Kozakura, and a series of adventures to introduce old and new player characters to the intrigue of the Orient. This adventure book set contains three adventures: Over the Waves We Will Go Riders of the Black Temple Lord of the Black Temple TSR 9164
Temple of the Gleaming Sands is a short adventure for four 5th-level characters that features monsters, spells, and items from the newly released Sandstorm book. You can use this scenario to introduce the new material on deserts and arid wastelands into your campaign, or you can just use it as a site-based adventure in a desert area. The scenario is set in a remote area of the desert that very few humanoid travelers visit. The temple from which the adventure takes its name has lain forgotten for centuries and is now inhabited only by monsters who use it as a base. The area around the temple should be inhospitable enough to discourage humanoid settlement.
Today's offering is a one-page adventure built for a solo 3rd level character. While in between normal adventures you have been tracking an escapee known as Johan Cupid and believe to have picked up a lead in Jakestown. With the bandit hiding out in an old manor house you see a payday coming. Not a traditional "Valentine's" theme this adventure reminds you that sometimes Cupid's arrows sting!
Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27
An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore
As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor decisions TPK is a very real possibility!
Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153