A short adventure of human greed meeting weird horror with a quite messy outcome. An encounter set in a church, with a Shoggoth like eldritch horror as the Boss.
Roots of Evil, the conclusion to the adventure begun in From the Shadows, delves into the horrific origins of Strahd von Zarovich, master vampire. This 96-page adventure module features Strahd in his final showdown with Azalin the lich, the two most powerful lords of evil in RAVENLOFT® realm. Player characters return to the popular Castle Ravenloft and discover never before known facts about the vampire's roots and origins. The outcome impacts the RAVENLOFT® realm for years to come! [text from TSR Master Catalog, 1993]
The Harvest Festival has come to Concord, but with it comes danger - a bulette and its calves are here, too, and the storm is coming! Bulette Storm is a free adventure for 3rd-5th level parties by an ENnie Nominated writer.
The Noble Rot is a location-based adventure for characters of 5th to 8th level. This adventure can be played in one or two sessions of reasonable length. It is a straightforward, haunted house-style adventure. The story revolves around Le Chateau Gluant, a vineyard and winery of repute. Vintages of its famous white (chardonnay) and red blend (cabernet sauvignon) are sought throughout the land. Some vintages can bring up to 200 gp per bottle from the right buyer. A case (twelve bottles) of the wine in pristine condition can fetch up to 1,500 gp. Unfortunately, the winery fell upon dark days and the prized wine has not flowed from its cellars for a few years. Approximately five years ago, the head winemaker, Malcolm Roth, hired Tobias Suey as an apprentice. Unfortunately for Roth, Suey was a member of the Cultus Limus (Cult of the Ooze). The Cultus Limus makes sacrifices to its demonic master Lumaszu in her faceless form. Lumaszu or “she who erases” is an ancient demoness who preys upon travelers by drinking their blood. She is the cause of nightmares, pestilence, infestation of pure water, and a bringer of disease, sickness, and death. Her worshipped form in Cultus Limus is that of a gigantic ooze. Suey turned the field hands who tended the vines against the winemaker. Then the new cult turned its attention to the Gluant family. Eventually the cult members started preying on each other. With each sacrifice to the ooze, Suey’s power grew—until there was no one left but Suey. The whim of demons is fickle. Suey was blighted and corrupted for his work. Now he deep in the cellars under the chateau as a minor ooze demon. His handiwork, however, remains. The chateau is now the abode of its former residents and workers, in undead form. Also slimes, molds, fungi, and other foulness fester in the fields, buildings, and cellars. The riches of the Gluant family remain undisturbed; would-be thieves and robbers quickly fall prey to the current residents. Besides normal valuables, cases of wine remain undisturbed and waiting to be plundered. The title The Noble Rot refers to a few factors in this adventure. The first is the rot that befell the Gluant family in the form of the Cultus Limus. Another is actual noble rot disease that may aid the PCs in overcoming the challenges posed. The phrase also refers to a real-world gray fungus, Botrytis cinerea, which in the right conditions creates world-class dessert wines such as French sauternes. In the wrong conditions, it destroys grapes and is known as gray rot.
Tristan Harpell, a self-centered though likeable young mage, has bought a magic village! A month ago he sent his servant off to take possession of it, and he's heard nothing since. Our heroes are sent to investigate - and find an adventure unlike anything they've experienced before... Magic Village for Sale is a 3-4 hour adventure for characters of 4th-5th level. It features exploration, role-playing and thrilling combat encounters...
The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn’t posed much of a threat or even taken much notice of political events around her. Last week, a king’s prophet had a vision of golems made of ice that wouldn’t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon’s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she’s about to attack. If she is, the party must stop her before it’s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain. The player characters (PCs) have to figure out what’s going on—then decide on their own what they should do about it, while the fate of a king and his castle hangs in the balance.
The Eaves of Mirkwood: a 32-page adventure that makes a perfect introduction to Adventures in Middle-earth for new players, or a handy episode to drop into your existing campaign. The Company finds themselves setting out from Woodmen-town to travel through the Eaves of Mirkwood towards Lake-town. When the Journey goes awry they must draw swords in aid of a village beleaguered by the dreaded Greymuzzle Hob. Using cut down rules and offering lots of advice, Eaves of Mirkwood is a great starting point for your Adventures in Middle-earth.
PCs must save a group of kidnapped elven women held in the dungeons beneath a good elven temple taken over by an evil cleric. An elven village is threatened by a dark Priest known only as the Rahib. He has kidnapped two of the village's fairest maidens and now demands that Rahasia, the most beautiful elf, surrender herself to free the others. The player characters are drawn into this adventure when they find a plea for help from Rahasia. The only way to free the captured maidens is to enter an old temple, built upon the ruins of a wizard's tower buried under a mountain. Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115, from 1984
A little information is a very frightening thing. Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to gain information on their enemies' numbers and plans. The news they found was far worse. The scro have discovered a weapon of awesome destruction, one that can lay waste to entire worlds. But the key to unlock its power lies lost and forgotten. Even now the scro are searching for it. When they find it, they will wreak destruction and revenge on the inhabited planets. The elves are looking for an adventuring team who can win this desperate race, and find the key first. Your PCs may be the only thing that stands between known space and doom. Heart of the Enemy is a 96-page adventure set in the Second Unhuman War. The second of a two-part series, it can either be linked with the previous Goblin's Return or it can be played as a stand-alone adventure.
Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination!
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is a 5th Edition compatible adventure suitable for 4 to 6 PCs of 1st - 2nd level, ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure.
Come: the land of Sri Raji and the ancient rakshasa, evil masters of illusion and shapeshifting, await! The Web of Illusions module is a 64-page adventure featuring an exemplary full-color map. Players travel through the deadly land of Sri Raji, an Eastern Indian domain of jungles, savage tigers, and lost temples. Also depicted in the AD&D™ rulebook, Legends & Lore. [text from TSR Master Catalog, 1993]
The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating.
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue.
Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below.
With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.
The community of Lukestown has been haunted by a vengeful spirit, Lilian. She is intent on keeping her widower Marcus from ever enjoying marriage without her.Today is Marcus' seventh wedding after his late lover passed. Will this ceremony end in celebration or death? The answer rests in the hands of a small group of adventurers. This urban one shot adventure involves some murder mystery and puzzle solving components.
Three artifact weapons have gone missing and you adventurers have been sent after them. Going only by the riddle left on the thief's note, part ransom part guide, You stand before White Plume Mountain, stronghold of the supposedly long dead Wizard Keraptis.
In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs