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.
Your chase to wipe out the vampires of Undermountain leads to the Slitherswamp. The master vampire is close at hand! Part Three of the Vampire Hunt trilogy.
Death Is in the Cards The remnants of the Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together you follow the trail through Darkon, the dark domain of the lich lord Azalin, to the city of Nartok. With an Unholy Alliance... Something very strange is happening in Nortok. The killers enter the Temple of the Eternal Order and don't come out. It seems that the state of religion of Darkon is giving succor to these assassins. To make matters more confusing, the Kargat, the domain's secret police, has put aside its feud with the Eternal Order and has a large contingent staying at the temple as well. These three organizations working together bodes ill for the residents of Nartok. ... And Schemes Within Infernal Schemes Great amounts of life energy are being collected for some foul purpose, although no one seems to know what exactly it is. The tarokka cards provide only mysterious glimpses of the future - a future in which a powerful evil sweeps the land and Death walks the world. Can you discover the truth of what is happening in the temple in time to avert the disaster predicted by the cards? Death Ascendant is a full-length adventure that can be run as a stand-alone scenario or as the second part in the Grim Harvest series. It contains a 64-page adventure booklet plus a full-color poster map detailing the Temple of the Eternal Order. TSR 9526
This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.
Tales of Lady Sepha Lekore are known throughout the lands. Now she’s gone missing and her father Lord Lekore is offering a reward to anyone that can find her. With promises of a tidy sum, the adventuring party can investigate the last place she was seen to try and locate her. What they find will take them into the Underdark lair of a drow noblewoman with her eloped love, the young Lady Lekore.
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 adventure takes players from a town devastated by an unexpected flood, through a drowned land where nature is turned upside down and desperate families cling to the roofs of their ruined homes, hiding from the monstrous products of a disordered world, through the strange tomb of an ancient race, to a profundal zone, hidden for millennia and now exposed, and finally to the Observatory itself, an eerie abandoned treasure palace, where they will encounter a pale and unexpected terror which will seek to claim their lives. The adventure is suitable for a lucky mid-range party, a stupid high-level party or an exceedingly clever low level party. It is difficult, with a meaningful possibility of character death. Should you find them, and defeat their guardians, the treasures of an ancient culture will be yours. At the final point of the Observatory is a glimpse of another world. Published by False Machine Publishing
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?
Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?
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!
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.
Just as the trail led from the STEADING OF THE HILL GIANT CHIEF to the frozen wastes where was found the GLACIAL RIFT OF THE FROST GIANT JARL, so the adventure in the latter place has let (or transported) the intrepid party to what they hope will be their last challenge. They are about to venture into the hot and smoking barrens which are in effect Muspelheim, the home of fire giants. This module contains background information, referee's notes, three level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the last of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF and DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL). TSR 9018
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!
While the PCs continue the quest for the missing pages of the Codex of Gamber Dauch they find the lands of Count Elam. The ruler has recently been informed of an agricultural problem with a herd of Anhkheg tearing up the lush farmland. Further investigation will uncover darker secrets in the area, and those involving Drow and Derro!
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
Only You can prevent forest curses! The population of a small town have been disappearing and its up to the party to save them and the town from a looming disaster.
It is Autumn. Most of the clans of the Great Valley have departed south with the herd animals they depend on for survival. But one small clan lags behind. For seven nights they have been unable to travel, plagued by a terrible monster known as the Night Thing, which has killed their people and wounded more. Your party answers the call of dwarf chieftain Skarna Two-Axe, begging hunters from neighboring clans to pursue and kill the monster that’s been attacking her clan, and that slayed her son. Starting at the chieftain’s clanfire, the characters uncover mysteries about the creature that can only be fully solved by tracking the awful Night Thing to its lair, which is full of frightening apparitions. As the party ventures deeper into the Night Thing's lair, they'll discover an even deeper menace, and a plot to overthrow the chieftain. Only they can save Skarna and her people from the grim machinations of their powerful enemies! Published by Atlas Games
Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?
From the magazine: "The monster you're sent out after is so dangerous that even mind flayers fear it. And the illithids want your help!" Earthquakes hit the area around Needlespire mountain, affecting both dwarven and deep gnome villages, and the local mining industry. Deep gnome expeditions discover an illithid outpost! This adventure includes roleplaying encounters with both deep gnomes and illithid in their quest for the true cause of the earthquakes. The creature causing the earthquakes is a draknor which has sent its huge tentacles into the earth seeking magma to fuel its growth. Pgs. 38-60
Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by widening the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. The PCs have entered the Forsaken Temple's crypt and started exploring a bit. They may have tangled with a pudding, and further warnings of danger greeted them. Do they dare continue on?