At just 8 pages, with lots of illustrations, this adventure is much shorter than most TSR-published modules of the era (mid-90s). It is a very simple D&D adventure. It features a macguffin quest that immediately pushes the players into a dungeon crawl through the five-and-a-half-page "Dungeon of the Mad Warlock". The idol of old, The Jade Hare, as been taken from the Dar el-Tamyya, stolen by Goblins, who strangely enough killed no one. Abdullah, the old man who cared for the statuette remembered that about a month ago a stranger has asked if he might purchase the Jade Hare. Though he offered much gold, Abdullah of course refused the offer. Whom Abdullah describes the other villagers recognize as Abu-Ghabar, the mad warlock who lives in the hills. He is rumored to have built a dungeon there. Who knows what strange purposes the mad warlock has for the Jade Hare? In any case, the precious statuette's theft is an intolerable strain on the honor of the village and all the tribe therein. A party must be assembled to confront the warlock. This party may consist of none other than yourselves. Won't you save Dar el-Tamyya's ancient honor, and thwart whatever sinister plans the warlock has? TSR 9259
The mining town of Glister has had a prosperous year, and people have been coming in search of work and wealth. A call has gone out for help in some local matters, but getting there is no easy task. Catch the caravan and travel through treacherous Thar! A 2-Hour Adventure for 1st-4th Level Characters Part 1 of Kossuth’s Kiss
Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.
A museum of the Mad Archmage, it contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river. This adventure can be used as an expansion to the Castle of the Mad Archmage mega-dungeon adventure, or as a stand-alone adventure. Published by BRW Games
Presenting The Mines of Chult! This Savage Encounters adventure supplement features nine mini adventures from three best-selling DMs Guild authors. Your PCs will challenge several new monsters, discover fascinating new magic items, and interact with some wickedly fun NPCs. Though designed with Tomb of Annihilation in mind, each of these adventures can be easily adapted to any campaign setting. Dig in to The Mines of Chult!
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
Slumber in the Sands – A Level 6 Adventure Beneath the shifting desert dunes lies an ancient ruin, home to a fanatical goblin tribe that worships a slumbering blue dragon as their god. Traps, puzzles, and hidden dangers fill the dungeon, all designed to protect the dragon’s hoard. Can your party navigate the treacherous ruins and escape with the treasure before they awaken the beast? This adventure includes: ✅ A sandbox-style dungeon crawl with multiple paths to success ✅ Dynamic encounters featuring goblin zealots, deadly traps, and a cunning Sand Druid ✅ A time-twisting magical artifact – the Hourglass of Stilled Time ✅ DM-friendly layout for easy reference and play Perfect for one-shots or as a drop-in adventure for your desert campaigns! Will your party slip away unseen, or will they awaken the dragon’s wrath?
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
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. Published by Cold Iron Conventions and Draxtar Games.
Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.
A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.
Written by the setting’s creator, incomparable RPG author Monte Cook, Ptolus: Queen of Lies is an action-packed fantasy adventure painstakingly re-designed for Ptolus: Monte Cook’s City by the Spire. Involving numerous challenging scenarios for characters of 11th level, Queen of Lies is filled with dozens of dark elf personalities, cunningly showcasing their alien culture—a world of merciless betrayal and sinister lusts. Deep below the surface, in the sunless lands of the Netherdeep, creatures of darkness build weapons and amass armies, dreaming of invasion. An attack on a peaceful elven shrine in Emerald Hill sends the heroes on a quest to retrieve stolen artifacts and kidnapped friends. All signs point to the actions of the dark elves of Ul-Drakkan, far below the city of Ptolus. However, even within that ancient fortress, there exists a deeper darkness.... Underground enemies lurk beyond every twisting passage, and strange creatures abound. The foul culture of the dark elves is both decadent and cruel, and the heroes may discover that they’ve stumbled into a web of deceit and treachery spun by the self-styled queen of the dark elves. Can the player characters complete their mission without being discovered, or will they find out, perhaps too late, that their actions been orchestrated all along by the wicked Queen of Lies? Published by Fiery Dragon Productions
Giants have been raiding civilized lands in bands, with giants of different sorts in these marauding group. Death and destruction have been laid heavily upon every place these monster have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject--and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. Remake of the original series of AD&D adventure.
While travelling across the ocean by ship, the party is attacked at night by by the infamous Floating Rock bugbears. What makes this band of pirates unique is their lair: they live on the shell of a gargantuan sleeping sea turtle as it drifts around in the ocean current. Pgs. 24-26
An evil cult with a trick up its sleeve. A missing tome, a trail of clues and an unusual cult. Lawful-good characters, especially paladins are recommended for this adventure. Clerics of Aphrodite, Hanali Celanil, Hera, and lshtar have a special interest in despoiling the cult of Shami-Amourae. [Note: Adventure contains statistics for the Demigod Succubus, Shami-Amourae] Pgs. 19-27
There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
The battle against the slavers continues! You end your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of It! Second part of Scourge of the Slavelords (A1-4) TSR 9040