The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?
Everyone in Moonfern Ford knows to avoid the Tainted Grove, a place of darkness and evil amidst the sylvan beauty of Cormanthor. When a young hunter goes missing in the forest, things in the village take a dark turn. Part 3 of the Elvenflow Saga.
An OSR adventure module for character levels 5-8 -[or a funnel for character level 0]- designed for Old-School Essentials, compatible with most old-school pen-and-paper RPGs. When the One God's faith washed over the world, the Old Gods of the forest fought back. They fought back with fire, with blood and with ice, and with every season. And they lost. Last night, the cathedral built on the site of their defeat burned, unearthing forgotten stairs... A journey begins, from that unholy crypt through a hellish fairy realm, to the deadly, blasphemous truth. - A busy abbey and its denizens: drop it into your campaign, as a regular stop or base of operations. - A mythic peregrination, inside & beyond the faithtrap dungeon that awaits underneath: 29-ish rooms puzzling rooms and areas to explore, and survive. - Five paladins who will help (or hinder) the PCs during the adventure, and an oracular procedure to bring them to life. - Oh, and too many gods... Includes a fully-linked interactive PDF, a Referee's Toolkit (printable and fillable tracking sheet, player handouts, and maps) as well as player-friendly VTT maps.
The players are invited to a Winter Gala in Waterdeep. After a guest is killed, investigations ensue to the fiendish nature of the home that the gala took place in. There are shopping opportunities on the way in.
Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081
The village of Bad an Fithich is besieged by a monster and the villagers offer a reward for its head. Thus far none have succeeded, but the tales tell only of a large wolf, which seems like an easy bounty. The party’s first night in the village is marked by the cry of a banshee proclaiming their inevitable doom, but if they listen closely they may hear another story. Pgs. 119-127
This module is especially for a party of elven PCs, level 8+. The Feadiel clan's Tree of Life is dying. As the bravest and strongest elves in the clan, you must undertake the challenge of the elders: seek out the source of the disease and destroy it. If you fail, the Tree of Life will surely perish, and all your family with it. The quest is great and you may die on the journey, never to find the cause of the disease. The journey will take you to the deepest part of ancient Selinar, Elvenhome, to find the guarded grave of the first Treekeeper... TSR 9166
This material was originally published as three separate adventures: G1 (STEADING OF THE HILL GIANT CHIEF), G2 (THE GLACIAL RIFT OF THE FROST GIANT JARL), and G3 (HALL OF THE FIRE GIANT KING). Contained herein are referee notes, background information, maps, and exploration keys for three complete adventures using the ADVANCED DUNGEONS & DRAGONS rules. This module can be used alone or as the first in a series of adventures that includes Dungeon Modules D1-2 (DESCENT INTO THE DEPTHS OF THE EARTH), D3 (VAULT OF THE DROW), and Q1 (QUEEN OF THE DEMONWEB PITS). TSR 9058
The road to the remote village of Swordfall is a long and winding one. It takes pilgrims who wish to visit the holy site from the main trade road, through the hills, and into the mountains where once, thousands of years ago, two gods engaged in an epic battle. Now, all that remains of the battlefield is a lone sword, several hundred feet tall, embedded in the ground at the center of a massive crater. Over the years, a large temple to Thuul, god of battle, sprung up around the site. Now, warriors and fighters from across the land travel to Swordfall to pay their respects once in their lifetime. Recently, however, pilgrims have begun going missing. Somewhere between the main road and Swordfall itself, something, or someone, has been waylaying travelers. Unbeknownst to most, a cult to Ghenna has taken over one of the lone inns along the route and has begun using it to capture and sacrifice pilgrims to their own dark god. Unless a group of adventurers can stop them, the sacrifices won't stop.
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives.
Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62
Veil Down Conquered is a free preview of the full-length adventure KOBOLDS VS. OGRES, coming in 2018! Veil Down is an affluent halfling village known for its vintners and farmers. Recent kobold incursions into the region around Veil Down have forced gangs of monsters closer and closer to civilized land...and this has brought a gang of ogres to the idyllic village! After driving the halflings out, the ogres have attempted to make the best of their situation and turn the village into their new home, but in a village built for halflings, these ogres are going to have a hard time fitting in... This adventure site contains a chapter from the forthcoming adventure Kobolds vs. Ogres, coming in 2018. Fully presented as a standalone site, expanded gameplay content includes a much more in-depth look at the gnome town of Hardbuckler, briefly touched in Volo's Guide to the Sword Coast and Sword Coast Adventurer's Guide. Additionally, extensive random encounter tables round out the book, steeped in historical lore from the Forgotten Realms campaign setting, presenting stunning mysteries, interesting sites to explore, and evocative NPCs and monsters. This chapter only begins the trials and tribulations players will face in Kobolds vs. Ogres!
"It shines in the night. Ogres run in terror of it. It kills by sight and by touch. It never stops hunting - and it's hunting for you." Vengeance denied in life is reborn in death. Druida Glanadyl, a female elf adventurer, seeks aid from the PCs in avenging the mysterious deaths of her family members. The horror that haunts Elfswood can be attributed to a spirit (odic) of a vengeful cleric, Irkthorn Balin. Pgs. 16-28 & 64
One of the original D&D classics, "The Isle of Dread" is a hex crawl wilderness adventure. It focuses on surviving primitive beasts, dinosaurs, and pirates while uncovering the mystery of the island's inland city, where a great treasure awaits. From the cover: "This module contains maps and background material for the Isle, fifteen new monsters, and suggestions for further adventures. In addition, The Isle of Dread contains a map and background information for a large continent, and eleven smaller maps for encounters on the island itself. In this module, players will push their way through dark jungles and treacherous swamps to discover the lost plateau, and the final secrets of - the Isle of Dread!" TSR 9043
The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.
An expedition to the Amber Temple reveals another major minion of the enemy and uncovers a secret weapon that may help defeat them. Part Ten of Misty Fortunes and Absent Hearts.
Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82
The tomb of an ancient hero, lost in the tangled depths of the woods. A ring of standing stones, warded by the sinister Drune cult. A fairy princess who watches with timeless patience from beyond the veil of the mortal. A forgotten treasure that holds the key to her heart. Winter's Daughter is a romantic fairy-tale dungeon adventure set in the creepy old forest of Dolmenwood. Published by Necrotic Gnome