What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
A little friendly competition can be fun now and then - unless, of course, the competition isn't friendly at all. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
Having now realized that they require 4 Mithel Standards at the same time, the Ivory Scimitar will be faced with actually taking a Banner from another Mithel Company. This scenario pits the characters against the waning might of Men of Iron, and should allow them to claim the Banner for House Aldenmier, thus guaranteeing that they can clear the final level of Mithelvanr's Labyrinth. This adventure is formatted to both 1E & 5E gaming rules.
The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.
Two common elements mixed together create deadly peril. The last dungeon that many heroes will ever see. This dungeon crawl was based on the original S1 Tomb of Horrors. This is not an adventure for neophyte adventurers. Many traps, puzzles, and monsters exist to kill the party. However, the treasure of the mud sorcerers may be too tempting to pass by! Pgs. 50-70
A deadly rumble in the jungle. The wicked Leopard Men might have loads of treasure - but no one has ever met one and lived to talk about it. The Leopard Men are a tribal cult in the jungle who worship the wicked leopard god. They stalk at night looking for suitable sacrifices to their god. A merchant asks the PCs to destroy the Leopard Men to improve his trade agreements with other jungle tribes. Their reward for doing so is all the accumulated wealth of this tribe. The party will investigate the cult by travelling through several tribal villages. The cult members are hidden in these villages, watching for future sacrifice victims. The adventure ends with a battle with the leader of the Leopard Men and a spirit of the leopard god that is summoned. Pgs. 13-27
A horrific drug has seized the population of the strange city of Exag, yet confronting its source only reveals the true extent of a dire new threat. Part one of the Seeds of Sehan campaign arc, this is a D&D adventure for 8th-level characters.
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
Some time ago, the wind began to sing of death in the Sision River Valley, and if purgatory was a song, Glovakians are now listening to it. The source of this soul-crushing music was tracked to about 90 miles northwest of Ambir. What was found? A massive, oddly built stone tower that wasn't there before. Word quickly spread and the curious set out in droves. Many turned back however, as every passing day the music got worse, but a brave, or foolish few, managed to make camp and eventually go inside. If anyone's made it out, no one really knows, but there's no shortage of rumors as to what's really going on in the place that's come to be known as, Sision Tower. Sision Tower is an OSR styled, vertical dungeon-crawl where the PCs explore an odd domain of Holy origins. Here, they will test their survival skills as well as their Faith. Here, they will meet Saints and Seraphs. Here, in the struggle between Law and Chaos they have to decide.....Plunder??......Sacrifice??......or Both!!! Sision Tower includes: All original black and white art. Over a dozen, fully illustrated, new magic items. Unique monsters and a sample setting. A vertical dungeon-crawl of 35 rooms. A spiritual setting in the same vein as Praise the Fallen. Sision Tower is designed to challenge character levels 3-5 and is easily used with most tradtional fantasy role-play systems.
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43
In The Standing Stone, a tiefling sorcerer named Dyson discovers a circle of standing stones constructed centuries ago by druids to hold their annual rituals; the druid community was later destroyed by the great dragon Ashardalon. Dyson uses the magic of the stones to replace people with animals transformed into humanoid form, loyal to him. Dyson encounters the player characters in the village of Ossington and tries to manipulate them into eliminating the remaining enemies standing in his way.
Player characters attacking the lair of monsters that have been menacing the local village is a common D&D trope. This adventure turns the trope on its head. In Goblin Defense, the players create goblin PCs, and have to fight off repeated attacks by adventurers who are stronger and better equipped than they are. Starting at level 1 and running until level 7, this module encompasses 16 battles against unique and typically themed groups of adventurers built using player character classes and rules. The module is designed for 3 players, each of whom takes on an individual role within the tribe, granting unique bonuses or options for actions outside of combat. Goblin Defense can also be played with 4 players, but is not recommended for 5 or more players without substantial revision. The players aren't alone. Each commands a squad of goblin minions who can help in combat... but goblins are fragile, and adventurers hit hard. Life as a goblin is often brief and violent. Many will die, but as long as some survive, the tribe will carry on. A simple ruleset is provided for managing actions during the downtime between each attack. During this time, players can work to train their minions to use better gear, hunt for food for their tribe, recruit replacement warriors, brew potions, and - most importantly - improve their lair and its defenses by adding walls, traps, tunnels, doors, alarms, and anything else their creative minds can come up with. As the exact layout and placement of defensive features is critical, this is designed to be played on a grid. A PDF is included with the map scaled to print on 24"x36" (Arch D) size paper, available at most print shops. DMs may enjoy the chance to briefly try out many different character class and subclass combinations as they attack and eventually fall to the goblin pests they're trying to eliminate. Page count: Information for the DM only 6 Information for the players 4 Adventurer statblocks 37
The lizard men are just pining for the fjords. A plague of locusts is bad enough, but when the locusts are each a yard long, the farmers need professional help! A swarm of giant locusts has been eating all the grapes and leaves from the vineyards of Vineyard Vale! In addition, lizard folk have attacked and destroyed several steads in the vale. The farmers are desperate, but what they don't know is that these events are linked! A mage known as Rhungold the Trickster has been orchestrating the attacks and locusts to try to scare the farmers off the land so he can claim it as his own. The players slowly piece the story together by investigating a fairly linear story through a cave, a marsh, and finally to a compound owned by the wizard Rhungold. Pgs. 6-16
Immortals lie chained atop a mountain in the Broken Lands. Their bonds relentlessly drain their power while demons cavort with glee around the wispy barrier, as strong as any prison. Have you the courage to embark on a dangerous mission for the materials necessary to craft an artifact? If you survive that task, you must then assume the Identities of legendary heroes of Darokin and face deadly Immortal foes without revealing your Immortality! The demons of Entropy stand between you and your final Goal. Have you the power to rescue the imprisoned Immortals and preserve the Prime Plane? The future of the Prime Plane is in your Hands! TSR 9189
The trouble began several weeks ago when a duergar excavation team went to work in a long-abandoned temple. Drawn to the temple by stories of riches and artifacts, the duergar hired several giants as laborers before cracking the temple’s sealed doors. The largest of the giants, a loathsome Thursir mutant named Huppo, used his acidic vomit to expedite tunneling into the temple’s collapsed hall of worship. Then, Huppo found the horn—an unusual instrument made from a single piece of stone, with a mouthpiece so intricate only a master carver could have made it. The horn became the giant’s obsession. Seeing only the horn’s potential sale value, the dwarves demanded Huppo turn it over to them, but Huppo refused. To force compliance, the dwarves stopped feeding the gluttonous brute, but Huppo had already found his own source of food; in deep areas of the temple, worms were chewing out of the rocks, and Huppo ate them by the fistful. He also played the horn. Then, after several days of blowing the horn and devouring the strange worms, Huppo released a belch so noxious the dwarves had no choice but to lock him in a sealed chamber and carefully consider their next move. The horn’s call, however, had caught the attention of passing nomadic orcs. They set up camp outside the temple entrance in the hope of finding the horn and its player. That’s the current situation at the temple: the giant refuses to stop blowing the horn and belching out deadly clouds of stomach gas; the dwarves are frightened and edgy while their leader is obsessed with malevolent whispers; orcs are threatening to overrun the place; and the population of worms grows steadily as something awakens deep in the stone beneath the sanctuary of belches.
The ravings of a mad prophet claim that a great evil has returned to Alik'bar and that this time, there shall be no salvation. Even those who previously vanquished the evil will be unable to stop it. Terror now grips the lower class populace while the guards and merchant class go about their days, ignoring the "Stories" of an unseen menace. "There is nothing wrong here," come the stern replies of the city guard. All the while the Mayor and his people retort, "the Evil in Alik'bar was banished long ago. This is nothing but vagrants and charlatans, begging for attention." The Church of Salvation has another opinion, but their words die down in a city griped with tension , apathy, and a demoralized poor class. The question remains: Why is there fear running in a city's slums? What does it have anything to do with the missing vagrants who disappeared so many years ago? Is there really a great threat, or is there a simpler answer? This is a sandboxy, mystery adventure in a city. There are secretly a green and a blue dragon leading factions in the city. In Cold Blood was updated to D&D 3.5 for the AEG adventure compilation 'Adventure II'
Chaos reigns outside Roslof Keep, and the spread of the violet corruption runs deep within Mithelvarn's Dungeon. Now, the Company of the Ivory Scimitar must not only face the challenges of the Roslof delve, but will also find the dangers of the Kelmalin Wildlands must be overcome as well if they are ever to get to the bottom of the deadly plague that ravages the land. Time is running out, and only those brave enough will be able to face the horrors of the Glade of the Burning Dead and the dark recesses of The Hill. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37
Sinister Forces Terrorize a Town The town of Brindinford is in the midst of its annual street fair. Joy and merriment abound - until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition? "The Speaker in Dreams" is a stand-alone adventure for the DUNGEONS & DRAGONS® game. Player characters are in for a wild ride in this river town. Leave the dungeon behind: the terrors lurking in Brindinford are more challenging by far! In The Speaker in Dreams, the town of Brindinford is besieged by evil forces under the command of Ghaerleth Axom. A street fair is interrupted by an attack, which serves as a distraction for the villain's forces to attack the keep of the local baron. This provides an entry point for the player characters into the main quest to discover the secret alliances trying to take over the town. The Speaker in Dreams is an event-based, rather than site-based, adventure.