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
Are your player's moving out of Velkenvelve? Enjoying a stroll along the shores of the Darklake? On a day trip from Gracklstugh to Neverlight Grove? Sightseeing near Blingdenstone? Then Journey Through the Center of the Underdark is for you. Journey Through the Center of the Underdark contains several detailed encounters ideal for fleshing out traveling days between locations in Out of the Abyss. Furthermore, these encounters could be readily inserted into any 5th Edition Dungeons & Dragons Underdark oriented Forgotten Realms or home campaign setting. Designed for a party of 4-6 fourth through sixth level characters, with easy notes for adjusting encounter difficulties for lower or higher level groups, Journey Through the Center of the Underdark should provide 8-10 hours of exciting in game adventure. Written for your Rage of Demons Out of the Abyss campaign, Journey Through the Center of the Underdark is ideal for any descent into the depths your characters might take. Enjoy!
The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! Note for DMs: This adventure is not for the faint of hearted, to run or to play. The module starts with 10 NPCs traveling with the party through the grueling Underdark. This number can grow. The encounters within the book are often incredibly deadly for the characters that would be going through it. This is because the module expects them to run or talk their way through the events, or, in some cases, the module expects them to lose. If your players aren't the kind of party to run, talk, or surrender, do not get this adventure. The module almost requires that you use milestone leveling because the experience provided does not commonly get players to the levels they should be once they get to certain milestones in the story (7th when they leave the underdark, 15th when they face the demon lords.) Good luck and happy questing.
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.
The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk within? Part 2 of the Barrow of the Forgotten King series. Followed by Fortress of the Yuan-ti.
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!
Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.
The Baronies of Erlkazar, once a prosperous region of pastoral tranquility, is now a land of nightmares and dread. Bandit armies plague the region, terrorizing the populace and surrounding countries of Calimshan, Tethyr, Amn, and Turmish. Though these threats are terrifying enough, it is nothing compared to what awaits the people of Erlkazar at night. In caves, tombs, and subterranean communities beneath the seemingly pastoral villages of Erlkazar live the secretive Night Barony. Ruled by the vampire Saestra and her legions of darkness, these monstrous denizens of the Five Baronies are the real power in the region. The country’s only hope of liberation is you.
A fast-paced one-shot from the bestselling author of The Secrets of Skyhorn Lighthouse! A shadowy force gathers inside the abandoned halls of Lastwatch Keep. Can the players defeat the drow invaders before they escape to the underworld with sinister intelligence about the surface? Shadows of Lastwatch Keep is a one-shot adventure for four or five 4th-level characters. It takes about 3-4 hours to complete and includes: -A drow strike team desperate to escape the keep’s surprise foe -A new monster, the drow commando -Combat cards for each monster, PC, and special treasure -A beautiful, hand-drawn map by Jake from Beware the Wizard
A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
This sequel to issue #87’s ”Raiders of Galath’s Roost” takes the PCs back to the Dales region, where they must uncover a plot to destabilize the region. Zhentarim agents from Zhentil keep are disrupting trade along the Moonsea Ride, while drow from the forests are slaughtering merchants and taking their goods to sow discord between the humans of Misteldale and the elves of Cormanthor. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. Pgs. 48-68
Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.
With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?
Adventurers explore a frozen, buried dungeon of long-dead giants that turns out to be the birthplace of Runemagic itself, and may still hold the secrets of that forgotten art. However, even if they do survive the extreme cold and unfriendly denizens, they will still have to face the massive Runeforged Guardian before they can escape. This adventure includes lots of interesting multi-part traps and alternate encounters that can be added or swapped out in several places.
The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.