Schwalb Entertainment offers dozens of adventures to help you explore the a dark and twisted world. In addition to those written by Robert J. Schwalb, many adventures are written by some of the best people in the tabletop gaming industry.
Campaigns give you multiple adventures that reveal a longer story.
Tales of the Demon Lord
By Robert J. Schwalb
The End Begins Here!
A complete campaign, Tales of the Demon Lord® presents an overview of Crossings, the greatest city in the Northern Reach, and a set of 11 adventures to take starting characters to the heights of their master paths, each one playable in a single 2 to 5 hour game session. Missing hogs, foul cults, demonic incursions, and rampaging beastmen, Tales of the Demon Lord promises to take your world to the brink of annihilation and, perhaps, beyond!
Tales of the Desolation
By Jerry LeNeave, Andrew Follett, Nat Webb, and Greg Marks
Although the village of Esker stands on the edge of a vast and blighted landscape, the people living there have relied on the crusaders to keep them safe from the horrors spawned in the wastes, confident in their arms and will to drive back the dead that sometimes emerge from the roiling dust clouds. Yet even as the people watch the north with fearful eyes, none imagined that doom would come from within their community.
Tales of the Desolation™ collects the four adventures revealed at Winter Fantasy 2016 and presents them as a mini-campaign for expert characters. Faced with horrific undead, disease, rampaging bands of beastmen, and the deadly environment of the Desolation, groups will find themselves tested at every turn to survive.
To use this product, you’ll need the Shadow of the Demon Lord™ core rules and the Tombs of the Desolation™ supplement.
If you’re ready to kick off a new campaign, these adventures are for you as they provide challenging scenarios that draw the characters into a group.
Dark Deeds of Last Hope
By Robert J. Schwalb
Dark Deeds in Last Hope is an adventure for starting characters. As with all starting adventures, it provides the origin story for the group of characters that will venture into the world and fight against the encroaching darkness. Unlike other starting adventures, this one provides a bit more guidance to help novice Game Masters get their start. However, any GM interested in kicking off a new campaign will find this adventure a great starting point.
As citizens of Last Hope, the player characters find themselves drawn into a tangled plot that involves the efforts of a scoundrel working to pilfer a valuable relic from the local temple and the mayor’s disgraced son who has been dabbling in dark magic. As the characters investigate the plot, they must find ways to work together and overcome the myriad challenges in their path. If they succeed, they will forge the bonds of friendship and the trust they need to carry them on to even greater adventures.
The Witching Wood
By Erik Scott de Bie
A sinister force lurks in the woods, one that has begun to prey on the innocent folk of Respite, a religious community on the edges of civilization. In this adventure, the player characters must come together to save their town against the horror lurking in the haunted forest that stands steeped in darkness and horror.
A Year without Rain
By Bruce Cordell
The killings begin as the drought afflicting the town of Asylum threatens to stretch into another year. Townsfolk, dead and dry as shed snakeskins, their bodies papery and crumbling, turn up night after night. Who or what is killing the good people of Asylum is what the player characters must discover in this adventure. The characters eventually find that it’s something living down in the well—which is the one remaining source of water for miles around.
Survival of the Fittest
By Robert J. Schwalb
When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players.
The Slaver’s Lash
By Chris Pramas
The emperor’s death and the subsequent collapse of the Empire loosed rampaging bands of orcs into the Empire’s provinces. While many of these orcs seek the freedom long denied to them, others see opportunity for vengeance, wealth, and power. In this adventure, a band of orc slavers has moved into the Northern Reach, plundering frontier towns for slaves to sell or use for sport. When the adventure opens, the characters are among the captives, marching toward a life in chains. The adventure ends when the characters escape captivity and reach one of the few outposts of civilization on the frontier.
With the group formed, the characters look for greater challenges. These adventures are designed for groups of levels 1 to 2.
Blood Will Run
By Dan Heinrich
Darkness has come to Cheqwood, a mere speck of a town on the edges of an enchanted wood, a place steeped in the old magic of the fey folk that now stands on the precipice of annihilation thanks to the attentions of the devils and their cruel machinations. With beastmen stalking the countryside, ghosts loosed from the Underworld to haunt the lands of the living, children mysteriously vanishing, and a curious stranger named the Bonesmith, the rising tensions might very well cause the hard-won peace of this frontier community to unravel into violence and death.
Blood Will Run is an adventure written for novice characters. In it, the group becomes embroiled in a mystery involving the disappearance of twin boys and the theft of a valuable blade. The deeper the characters investigate, the more horror they uncover until they can drag the true villain into the light.
The Huntsman’s Isle
By Skip Williams
By legendary designer, Skip Williams, this challenging adventure takes groups to the brink of madness as they explore the ruins of a haunted castle and its environs. A site-based scenario loaded with deadly challenges and nasty foes, groups have thei work cut out for them if they would take on the Huntsman!
One Perfect Moment
By Colin McComb
Promises of pleasure, of wisdom, and of escape draws the people of Granville, young and old, into the clutches of the Adepts of the Epiphany. Locals are divided about these strangers. Some believe them to be harmless, while others call them degenerates, hedonists, and dangers to the community’s morality. In One Perfect Moment, a group of novice characters finds themselves investigating the strangers and their unusual society to determine the fate of one young woman. Can the characters resist the temptation to join the cult or will they succumb to its seduction?
The Demon’s Wet Nurse
The Demon’s Wet Nurse is an adventure for a group of novice characters who find themselves caught in a net of a cult’s plot to wreak havoc and, in so doing, loose a hideous demon into the world. During the adventure, the characters explore the community and deal with the locals to gather the clues they need to find the source of the threat. The characters complete the adventure when they confront the unhinged cult leader and put a stop to her foul plan before it’s too late.
The Knife in Your Hand
By Shanna Germain
The legend of the Beast of Valderhalen Hollow is a tale long told, but rarely told the same. In some versions, the Beast is a horrific monster that captures and devours the good-hearted, the kind, the innocent. In others, the Beast is a savior, a true protector of the very things it is so wrongly accused of devouring. And in others still, the Beast is but a dragon like any other, a fire-breathing hoarder of treasures and time. But one story persists above all others: that of the Beast as the keeper of the Savage Ornament, a profane blade whispered to hold the power to slay anything, even the Beast itself. In truth, the Beast—like all subjects of fable—is all of these things, and much more.
The Knife in Your Hand is an adventure for novice characters that forces the group to make tough, life-changing (and possibly life-ending) decisions in a world where nothing is clearly black or white, but instead grey, with splashes of red. It offers a story of triumph and survival, and the myriad ways in which those two intertwine to define our lives. In the end, the characters must choose how best to use the weapon given to them, for a blade does not become life, or death, or redemption until it is wielded by a hand that makes it so.
The Apple of Her Eye
By Steve Kenson
Survival in the world under the shadow of the Demon Lord is difficult, not just for risk-taking adventurers and would-be heroes, but for ordinary folk faced daily with threats of starvation, illness, and madness. When small sacrifices can ensure the survival, even prosperity, of an entire community, aren’t they worth making? Some might think so, or at least tell themselves as much in the small hours of the night, when the distant cries of those sacrifices echo in their memories.
The Apple of Her Eye is an adventure for novice characters in which they come across a prosperous village with a thriving apple orchard and a terrible secret. The group completes the adventure when they confront the wicked faerie responsible for the village’s plight.
The God Below
By Steve Winter
Strange gods aren’t unusual in the darkness cast by the shadow of the Demon Lord. New faiths appear regularly. Most fade away on their own, or, in the most repugnant cases, their adherents are hunted and murdered by the good folk they offended or endangered.
The God Below is an adventure for a group of novice characters. In it, the characters investigate the temple of a newly emerged religion to determine whether the god Duvia is a benevolent deity or a threat to safety and the existing order. The characters complete the adventure when they destroy the horror unearthed in the temple’s bowels.
More powerful characters need greater challenges! These adventures are designed for groups of levels 3 to 6.
By KL Resler
Trouble has come to the door of Bleak’s Faste, a stronghold built to protect the common peoples living in and around the Dark Forest. Beastmen have stepped up their attacks, raiding the trails and roads in a relentless assault that has kept the stronghold’s soldiers on the defensive. To make matters worse, the expected supplies from a nearby commune have yet to arrive; unless they come soon, the soldiers will become too hungry to keep the howling, cackling hordes at bay.
Forbidden Fruits explores the mortal peril that the growing darkness poses to even the most virtuous of people. Anyone can be warped into debauchery and madness when they dwell in lands on which the shadow falls. The group completes this adventure by stopping the corrupted communers, preventing further infestation, and delivering the needed goods to Bleak’s Faste.
A Case of Consumption
By David Noonan
All three heirs to the Garnach family line have gone missing, sending the household into a panic. A Case of Consumption is an adventure for expert characters who have developed a reputation as people who can get things done in the Northern Reach. The Garnach family is influential in the Reach, but they’re at their wits’ end when it comes to rescuing their children. More an exploration than a mystery—the culprit’s motives and plans become clear after a rudimentary investigation, which leads the player characters to the true danger; a dark, and mysterious cave on the shores of Mirror Lake. The characters complete the adventure when they discover the fate of the Garnach children and escape the horrors uncovered in the fetid darkness into which they must go.
The Feast of the Father
By Jason Bulmahn
Feast of the Father is an adventure for expert characters who happen upon Argron’s Dock during their travels. By interacting with the locals, the group learns festivities are to take place, and the townsfolk invite them to participate. Exploring the town and interacting with the unhinged people living her should provide ample warning of the danger lying in wait. The characters complete the adventure when they discover just what is truly going on and unmask the horror lurking behind the god’s mask.
The Flute of Farewell
By Steve Dee
The Children of the Second Gathering are a cult made up of faerie folk, their kin, and mortals who believe the elves did not abandon Urth forever and will one day return to gather the ones left behind and ferry them to the hidden kingdoms. A small cult deemed foolish by mortal and immortal alike, a collector of rare antiques named Sammandria Jann stumbled across a relic the cult members would kill to get their hands on—and that might kill them right back.
The Flute of Farewell is an adventure for expert characters in which the characters are hired to deliver the flute to the cult and bring payment back to their employer. Things become difficult when not all of the cult members want to pay and, worse, when the flute’s original owner comes looking for it. The characters complete the adventure after confronting the devil summoned by sounding the relic.
Beware the Tides of Karshoon
By T.S. Luikart
In Gateway, the oldest city in the Northern Reach, a dead pirate’s vengeful curse has seized a poor neighborhood in a fearful grip. The people of Bilgewater have been beset by many ills, including mysterious thefts and unexplained occurrences. The recent destruction of a school by a rogue wave, including the loss of its students and teacher, was a devastating blow to the neighborhood. Worse still, folk have been torn apart in broad daylight before screaming witnesses, their bodies devoured in bloody chunks by invisible demons.
Beware the Tides of Karshoon is an adventure for a group of expert characters called on to deal with the curse. The characters must uncover the source of the troubles plaguing Gateway and put a stop to them—but all is not as it seems . . .
The Gorgon’s Tears
By Cam Banks
The Gorgon’s Tears is an adventure for expert characters that might either introduce a major player back into the politics of the world under the Shadow of the Demon Lord, or strike a blow against the darkness by eliminating her. It makes for an ideal bridge between expert and master levels of play. The characters complete the adventure when they confront the gorgon Lachrymosa in her lair and either defeat her or join her in conquering the city under which she lives.
The Star’s Refuge
By Monte Cook
The Star’s Refuge is an adventure for expert characters, and will be best appreciated by players who love roleplaying and tough moral dilemmas. Whether on behalf of the people of the nearby villages or for reasons of their own, the characters seek the entrance to a fabled extradimensional refuge. Once they find it, they must gain entry and decide whether to pay the dark price required by the master of the refuge to enjoy the safety it promises.
A Measure of Faith
By Steve Townshend
The crusader citadel of Martyr’s Point stands upon profane ground—a fathomless subterranean abyss with the godlike power to warp reality to the shape of what people believe and fear. Ordinarily dormant, it awakens when a dark collective belief empowers it, and sustains it with terror and bloodshed.
A Measure of Faith is about the dangers of belief. It is the story of a lie that becomes powerful because people believe it; an irrational belief that creates enough hysteria to spark a holy war and takes the physical shape of the fictitious boogeyman, Okka the Eater. In the end, the players must choose between feeding the people comfortable lies to keep them ignorant of dark truths they can’t handle, or revealing the grim facts in hopes that the people will use their knowledge responsibly. The test is a measure of faith.
By Shane Hensley
Something dwells in the reeking swamp near the village of Fimmoran. The locals say it’s a witch who has cursed their children with an unnatural disease. The people of Fimmoran want the crone’s head and are willing to pay for it. There is a twist in this black-hearted tale, though—a twist the characters will discover when they venture into the swamp. The adventure ends when the characters determine the true cause of the children’s sickness and deal with the repercussions of that discovery.
Written for the most powerful characters in the game, these adventures pose a challenge for groups of 7 or higher!
The Man Who Fell to Urth
By Nat Webb
A strange blue giant appears and by dawn he’s surrounded by a score of dour, salamander warriors. What does this giant want? What is his connection to the salamanders? What does all this portend? When demons start appearing and cultists crawl out of the woodwork, the answers seem clear. Or do they? The Man Who Fell to Urth is an adventure for master characters that serves as an introduction to the Void and the Hunger it contains.
With My Last Scream
By Miranda Horner
With My Last Scream takes master characters to another location near where they are adventuring, and you can introduce it at any point in the game thanks to the main character: the ghost of Perdita. Turn down the lights, add in some ambient sounds, and see what the adventurers make of this haunted house trap and its sole, lost inhabitant. You might consider preparing some visual aids ahead of time, too.
Perhaps, during this scenario, the characters will discover—or have underlined for them—that the worst monsters can be human.
Heart of Winter
By Chris Sims
The lands of the Empire languish in the grip of false winter as screaming blasts of cold come pouring out from a tear in the fabric of reality, causing temperatures to plunge, violent storms to blanket the ground under ice and snow, and banks of chilling fog to creep and crawl across the landscape. With this strangeness comes monsters, hideous and cruel, eager to feast on the confused and terrified people suffering from the chaos created by the unnatural weather. These are dark times indeed, and the people demand answers from their lords and masters. What does this weird weather portend? Who or what is behind it? Is the end of all things truly at hand?
In this adventure, a group of master characters set out to answer these questions, venturing into the Heart of Winter, where they discover the source of the troubles and, with mettle, can confront it to restore the seasons to their proper order.
By Stephen Radney-MacFarland
Members of the Esoteric Order of Kyth need capable individuals to transport a relic sacred to their order, the Puzzle Box of Saint Barbatross, along Umbra’s Path to Oblivion’s Edge, an ancient monastery standing on the edge of reality. The relic plays a key part in completing a decade-long ritual performed to drive back the darkness of the Void from where it intrudes into the mortal world. Adventurers undertaking the expedition face terrible danger as they pick their way across a blighted countryside and contend with the minions of a fragmented demon. If they reach their destination, they have a chance to aid the monks in their efforts to combat the spreading shadow, and if they succeed, they will strike a terrific blow against the doom blighting the world. If they fail, the end of all things will truly begin.
Oblivion’s Edge is an adventure for master characters willing to brave the horrors of a porous and treacherous reality. Although it works well at any point in a group’s master story, it works best as the capstone for your campaign.
The Darkness in Shadowturrets
By Ed Greenwood
One of the most dangerous adventures written for Shadow of the Demon Lord, Forgotten Realms creator Ed Greenwood reveals a landscape beset by shuffling bones, bizarre magic, and hideous, alien monstrosities. Designed for a group of master characters, they will have to use every trick they have to survive the many perils waiting in the ruins of Shadowturrets!
The Giant’s Tribute
By Rich Baker
For ten years the people of the village of Rowanrest lived in the shadow of a giant, a lazy brute named Roog Muttonfist. Regular tributes of livestock and beer were a small price to pay to keep the huge lout from knocking down houses or eating people, and the farmers of Rowanrest had enough to spare. But something went terribly wrong with this month’s offering. Last night Roog came down to Rowanrest and demanded people instead of sheep—and the terrified villagers know that the giant might destroy the whole town and kill everyone if they refuse him.
The Giant’s Tribute is an adventure for master characters. The group completes the adventure when they deal with the giant and uncover the reason for the unsettling demand.
The Last Train to Darksville
By Matt Forbeck
A rail caravan from Devil’s Breach to Darksville has failed to show up for three days running, and no one in Devil’s Breach can figure out why. It’s up to the player characters to investigate what’s keeping the trains from running on time as they ride what may well be the last train to Darksville. This adventure is designed for master characters. Lower-level characters had best not apply.
The Measure of a Man
By Scott Fitzgerald Gray
The Vault of Hope is a legendary museum built, maintained, and guarded by tireless clockwork servants, designed to store the intellectual seeds of civilization until the threat of the Demon Lord is finally vanquished. But now, the actions of a deranged cultist have enabled the corruption of the Demon Lord to enter the museum from the inside, and it’s up to the characters to set things right.
The Measure of a Man is a darkly comic adventure for master characters, who face an easy task routing the perverse cultists that have taken over the Vault of Hope. But the characters soon discover that the debased cult leader Amra and the demonic horde he has summoned are a much greater threat.
Godless Setting Adventures
In a Pig’s Eye (Godless Setting)
By Andrew Follett
Old folks tell children of the scary stories of Hog, a flesh-eating goblin who lives deep beneath the earth. For those who believe the stories, Hog is a nightmarish figure who dispatches blind mutants to the surface to harvest meat and other supplies. Some who have scoffed at the stories discovered their error much too late . . .
In a Pig’s Eye is an adventure for starting characters who find themselves as dinner guests of Hog. This adventure puts the characters together in a dangerous scene, develops their origin story, and provides them with reasons to band together. The characters complete this adventure when they escape to the surface.
Dancing in the Ruins (Godless Setting)
By Nat Webb
The Grand Fleet of the Party King has come to town, promising a life of plenty and unlimited pleasures for those permitted to join. But from all the desperate petitioners, the Party King takes only a lucky few. And even these soon find that life in the Grand Fleet holds more terror than pleasure, as plenty in post-Cataclysm comes at a high price.
Dancing in the Ruins is an adventure for novice characters. In it, they seek to unravel the mystery of the Grand Fleet after the Party King’s ship breaks down. The group completes the adventure after they bring answers back to the waiting masses.
This adventure was written for use with Godless: A World of Fire and Blood, which presents a post-apocalyptic setting for Shadow of the Demon Lord. You can run this adventure as a sequel to In a Pig’s Eye or to Last One Standing, or after some other starting or novice adventure. If you want to run this adventure in Urth or a different setting, you might have to make some modifications to fit the story into your world.
Last One Standing (Godless Setting)
By Kevin Hamilton
Last One Standing is an adventure for novice characters in which they must navigate the perils posed by three violent, bloodthirsty gangs. There are likely many ways for the group to complete the adventure: perhaps by choosing one gang to support against the other two, or by finding some creative way to prevent the impending fight from impacting Isolon’s innocents. In the end, the settlement’s future rests in the characters’ hands. Do they have what it takes to save the townspeople from terrible violence and bloodshed?