After years apart, you and 3 other members of a doomed pirate ship gather to celebrate the life of their former captain, and to undertake one final mission to uncover his missing treasure!
This is an adventure for 5th level characters. Pre-generated characters are available, but feel free to bring your own character if you prefer.
2024 is the 50th anniversary year of Dungeons & Dragons, so I'm running the game that gave me my first taste of role-playing games: Basic D&D, 1981, right out of the pink box.
A dungeon has been discovered beneath the keep's guild house. There's treasure in there! Also monsters and traps and who knows what else. You're a party of brand-new 1st level adventurers, and you're at the entrance to the dungeon. Good luck.
(You can bring along your own character if you like, or make one when you arrive!)
(I have some personal rules changes and additions, that's how you do it old school style. But they're pretty minor. Moldvay, Morgue's Way.)
Rescuing the notorious womaniser, Sanguigno de’ Masnadieri, is a desperate mission for a desperate band: a handful of knaves against all of Vortiga’s guards, among the best trained in the Kingdom. Fortunately, Sanguigno’s beheading is planned to round off the Red Carnival, a week of revelry, parties, and indecencies, during which everyone, even those guards, will be distracted and most likely drunk. Easy-peasy.
This is a spaghetti fantasy scenario set in the world of Brancalonia, an all Italian medieval, roguish, and picturesque setting for D&D5e. The PCs are knaves, mercenaries, rogues and similar rascals hired for all sorts of odd jobs, generally illicit, dangerous things that nobody wants to do. And that's on a good day... On a bad day, there are curses, demons, witchcraft, monsters and double-dealings to contend with as well.
The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.
The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is suitable for all ages and experience. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
The moon of Tagata-V is shrouded by its many rings - rings that stories say are haunted. The first attempt to colonise the moon failed before it landed. The crew and passengers aboard the colony ship, Khonsu, simply vanished. The derelict now floats amid the rings like a tomb.
The second attempt successfully established the mining outpost of Izu. But the miners have been plagued by sinister events and a growing sense of dread. As vital supplies and travellers disappear without a trace, the situation has become critical. With the Stellar Amalgamate failing to respond to calls for aid, the colonists now seek salvation from those brave (or desperate) few who are prepared to risk death for reward and reputation.
This scenario is inspired by introductory adventures for D&D, though it is set in the space opera universe of Esper Genesis. It is suitable for all ages and experience. It uses the D&D5e rule set, though no prior experience with that system is required. There may also be a light use of miniatures and maps.
The land of DUNGEON WORLD is a dangerous place, steeped in mysterious magic and beset by fiendish monsters, but within its crumbling ruins lie vast riches and ancient treasures for those hardy souls willing to brave their dangers. Sharpen your sword and prepare your spells, for adventure awaits!
Aaaawwooooooooo
Was that..? Shit, a wolf’s howl. You hear another, and another joins them. You shiver drawing your cloak tighter. Wolves don’t come this far down the mountain, especially not where there are campfires burning. You hope.
Thick fog rolls over your campsite. Thick enough to obscure your fire. You can’t even see your hand in front of your face!
Aaaaaawwwooooooooo
Closer this time. You stand, hand on your weapon, ready.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This is a modified version of Death House, the 5th edition Dungeons and Dragons Curse of Strahd introductory adventure.
“It’s like a horror movie, but with swords and armour!”
- Cooperative gothic-horror fantasy game, in the classic D&D Ravenloft setting
- No previous D&D knowledge required
- Even balance between role-play and combat
- Pre-generated characters provided, and we’ll spend a little time personalising them
- Some dark themes: 16+ only, and using red/yellow card system for limits, triggers and no-go areas.
Welfare notes:
- Death House is a Gothic Horror (fantasy) story set in the vampire-ruled land of Barovia and as such has many difficult and dark themes. Themes in this game include: violence (non-sexual), neglect, death, madness, the occult.
- There will be no ‘on-screen’ or explicit sexual violence, child abuse, racism, sexism, homophobia or transphobia and the same will not be tolerated from players.
- Please let me know any limits, triggers or no-go areas beforehand by PM, or chat to me on the day.
- We will employ a Red Card/Yellow Card system *during* gameplay, which will be discussed before game start. To use a yellow or red card, just say “yellow/red card”. You do not need to explain why (though you can if you want).
All that is gold does not glitter;
All that is long does not last;
All that is old does not wither;
Not all that is over is past.
At the request of Elrond, the company join a Ranger, Hiraval, on his quest to reclaim his ancestral home in the ruins of ancient Arthedain. He hopes that the manor will serve well as a base of operations for the Dúnedain, make travelling in Eriador safer for everyone. The quest sees the companions reveal a darkness plaguing the Weather Hills, as they travel the great East Road.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
The Road goes ever on and on
Down from the door where it began.
Now far ahead the Road has gone,
And I must follow, if I can.
The company search for the Easterly Inn, a piece of the Shire in the land of the Beornings, only to find that the Wild is still the Wild and it takes more than Hobbit cooking to keep adventures at bay. In no time, the companions become involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills.
This is a scenario set in JRR Tolkien's Middle Earth in the time after the Battle of Five Armies. It uses the D&D5e system as presented in Cubicle 7's Adventures in Middle-Earth. It is a simple tale in the vein of The Hobbit and will appeal to fans of Tolkien, as well as fans of fantasy RPGs both old and new.
The land of DUNGEON WORLD is a dangerous place, steeped in mysterious magic and beset by fiendish monsters, but within its crumbling ruins lie vast riches and ancient treasures for those hardy souls willing to brave their dangers. Sharpen your sword and prepare your spells, for adventure awaits!