Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?
The couatl Tlanextic saved the village of Pearlglen from a terrible plague many years ago, and now he has returned. But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? Does the mysterious death of the town's chief warden at the bony hands of skeletons have anything to do with it? Download this new adventure by Skip Williams and give your PCs a bit of detective work to do to find out what's really happening in Pearlglen. The scenario is set in a forested area, and the action takes place in the village of Pearlglen and a nearby, half-ruined temple. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
This couldn’t get worse. The key you are searching for has fallen into the hands of the eye tyrant of Skullport himself. Now you just need to rob Xanathar without getting disintegrated. Part Three of the Skullport Shakedown trilogy. A 2-4 Hour Adventure for Tier 2 Characters. Optimized For: APL 8
Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isn’t an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a day’s march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they won’t be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. It’s particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items
"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
The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.
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.
Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more
For over a hundred years, Skyhold Tower has floated harmlessly above the lands of Faerun. But now it is plumeting toward the earth - directly at Neverwinter! Our heroes have been urgently recruited to enter the tower and avert disaster - but can they uncover the shocking secret of Skyhold Tower before it's too late?
This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
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 mystery scenario involving exploration of a drow archmage's tower while trying to solve the mystery of his involvement to the latest rumors of kidnapings in the nearby town. Benevolent academic or vile predator? The good people of Fern do not seem to agree these days about the nature of the owner of the iconic Dusk Tower. With a supporting cast that includes an innkeeping druid, a scorned sculptor, a belittled apprentice, an invisible butler, and a mysterious tower basement the heroes are sure to have their hands full. Can they uncover the secrets of Dusk Tower before it is too late?
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the demilich. Remake of the original AD&D adventure.
The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. Pgs. 16-34
Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.
"When the adventurers decide to help a man who has lost his memory, little do they realize he’s Gethirah Kugothan, the notorious anti-paladin! Can the man they know as “Michael” leave his evil past behind and become a champion of good? The answer lies in Gethirah’s former stronghold, a magnificent castle perched atop a waterfall." - Christopher Perkins From the magazine: "The Forgotten Man" is an AD&D adventure designed for 4-5 PCs of levels 6-8 (about 35 total levels)... This adventure focuses on Gethirah Kugothan (also known as Michael), a formerly evil man whose memory has since taken up residence in a church of the god of rebirth and renewal. The premise of the adventure hinges on the possibility that such a man can be turned from the path of evil and become good. The main goal of the PCs is to keep Gethirah from becoming the man he used to be.
A party of adventures has gone missing and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop what ever force are at work on the towns people
A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system