The Queen of Gold: Tales of the Pirate Isles

An 11-adventure Campaign for Shadow of the Demon Lord RPG

Queen of Gold: Tales of the Pirate Isles -- Adventures for Freeport | Shadow of the Demon Lord RPGThe Queen of Gold presents eleven connected adventures that form a complete campaign. You can run the adventures in the order they are presented in this book, or pick out the adventures you like most.

Set in the world of Shadow of the Demon Lord, characters will rise from meager origins to the heights of power as they struggle with evils coming from beyond the world’s edge, a malevolence from which there is no escape. Like other adventures designed for Shadow, this campaign has no expectations for survival or even success, and it’s entirely possible for the group to be the catalyst that brings about the end of all things. But that’s how it goes when you’re standing before the maw of the endless Void that is about to consume the world—and everyone’s looking to you to stop it.

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Terror in Freeport: A Classic Freeport Adventure for Shadow of the Demon Lord

Terror in Freeport: Shadow of the Demon Lord RPGTerror in Freeport leads the group deeper into the intrigue first glimpsed in Death in Freeport. The investigation takes the characters from the corridors of power to the bowels of the underworld, and along the way they gain terrifying insights into who really controls the city: the Brotherhood of the Yellow Sign!

Milton Drac, Freeport’s Sea Lord, hides his affiliation with the Brotherhood behind a veneer of respectability and executes his sinister plans via a network of ignorant flunkies. Since taking the position of Sea Lord after Anton Drac’s assassination, Milton Drac has used his power to push through the lighthouse project, nearly bankrupting the city to fund the construction of a new “world wonder.” What no one yet realizes is that the lighthouse’s construction is a crucial component in a horrific plot to summon forth the Unspeakable One.

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The Witching Wood: Starting Adventure for Shadow of the Demon Lord RPG

Witching Wood: A Demon Lord Adventure for Starting CharactersThe vale was meant to be their safe retreat, but they didn’t count on the woods. Five years ago, pilgrims established the tiny village of Respite in the idyllic Orborous Vale on the western edge of the Dark Forest, a stretch of evil wood found in the Northern Reach. At first, the land was good to them and fruitful, yielding rich harvests and allowing their livestock to flourish. The sun rose every morn with great beauty and life-giving warmth, and all was good and peaceful for the fifty or so souls that called Respite home—so long as they did not venture into the shadowed wood just beyond their border.

As the years passed, however, all that began to change, though the village elders could no longer point to a single event to mark the shift. The soil thinned and ceased to yield the abundance it once had. Now, the village’s crops molder on the vine, their root vegetables emerge from the ground spindly and bleeding, and their blighted herb plants taste like ash and vomit. Flowers wither to brown and black within moments of being cut. Goats give bloody milk floating with pus, and their weak cows sometimes bear calves with too many limbs or a second head. Now, the village treads perilously close to starvation, and tempers are rising. Some believe the New God has abandoned them, while others blame the misfortunes on a nearer threat.

Mayor Rickard Bailey and the elders of the Dawn Seekers have long forbidden anyone to venture into the wood. Only the strongest members of the village venture beneath the looming branches among the scintillating shadows, armed with what weapons they can muster to trap and hunt game in the uncertain darkness. Rumors and village tales abound about strange creatures that dwell in the wood, and the children of Respite are warned to mind themselves, or else a terrible witch will come for them.

The villagers are more right than they know.

The Witching Wood is an adventure for starting characters. In it, the characters must come together to find the source of the troubles besetting Respite and drive it away. If they succeed, the crucible of shared experience combines them into a group and sets the stage for even greater adventures.

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