Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death—or worse. Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn... unless a group of brave heroes can stop them first.
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
While exploring for hints of the Kobolds lair, an unexpected plea changes everything. This is the fourth and final adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle An Urgent Rescue In addition to the adventure, there are a few of maps of the adventure area as separate jpeg files. There is also a printer friendly version of the adventure.
Join the adventure in the free city of Taux! Written as a narrative piece to help incorporate game play into the shared world anthology series Tales of the Emerald Serpent, this adventure for semi-experienced characters will put you on the run from the most powerful and notorious family in Taux. Can the characters write their own story and join the legends of Black Gate with the help of iconic personas made famous in Tales of the Emerald Serpent and A Knight in the Silk Purse. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise! The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated! Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills! TSR 9321
The final confrontation with the giant, King Snurre, and the entry of mighty adventurers into the caverns under his stronghold (DUNGEON MODULE G3, HALL OF THE FIRE GIANT KING) discovered the Dark Elves, the Drow, had instigated the giant alliance and its warfare upon mankind and its allied races. This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a cavern area, encounter and map matrix keys, and an additional section pertaining to a unique new creature for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the first part of a series of three modules (with SHRINE OF THE KUO-TOA, D2, and VAULT OF THE DROW, D3), or as the fourth part of a continuing series of modules which form a special progressive campaign scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, (QUEEN OF THE DEMONWEB PITS). TSR 9019
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366
The Lamenting Lighthouse is a four-hour adventure for 5th-10th level characters, designed for Dungeons & Dragons 5th Edition, with a nautical theme, heavy undead and horror elements, and mysteries to solve! One lonely lighthouse shines the way through the rocks and shoals that deny entry to the northern Moonshae Isles. But when the party’s transport approaches, a horrific gale at their backs - no light is in sight... The party must venture ahead of their vessel in a race against the storm to the restore the beacon before their ship is lost. What has befallen the keepers, and what dark secret does the lighthouse hold? Will the heroes prevail, or will they join the lighthouse's lament? This adventure can easily be inserted into a run-through of Ghosts of Saltmarsh. This one-shot can also serve as a nautical interlude in any on-going campaign where the characters have to take to the sea. Included with this adventure are: + 6 original custom creatures, the dread wraith, the dread wight, the swarm of seagulls, the captain, the rating, and the sailor + 12 player hand-outs with notes that shed light on the mystery of the lamenting lighthouse, with a randomization mechanic that ensures a degree of replayability + 9 original fleshed out NPCs, including personality traits and roleplaying tips + 2 original magical artifacts + 7 hand-drawn maps of important locations + a story reward and 2 story hooks for continuing the adventure (depending on how the adventure resolves)
A beloved priest has gone missing, and sinister trouble stirs beneath the Church of St. Terragnis. Can the heroes rescue the victims of an age-old evil before it claims more innocent lives?
The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?
The Chapel on the Cliffs is a 5th edition horror adventure optimized for a group of 4-5 characters of 3rd level. In this module, the characters will need to explore the ruined village of Kennmouth and its surroundings, find out why a small army of skeletons rises from their graves every night to drive out intruders, and search for a way to lift this unholy curse. The PDF comes with a companion PDF for scaling from levels 2-6. Produced by Goblin Stone
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
When one of the Lords of Waterdeep asks you to root out a threat to the city, you respond to the call. Prepare for a foray into Undermountain. Part One of the Vampire Hunt trilogy.
The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.
Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29
This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.
The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves? Part Three of Misty Fortunes and Absent Hearts.
It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039