The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. 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?
Dead of Winter is a 1st-level adventure It is designed as a side quest for Dungeons & Dragons 5th Edition As the adventurers are traveling a lengthy road between destinations, a bitter winter storm blows in. Lucky for them, there is a small roadside hamlet just ahead, where the party can take refuge from the harsh elements. The mood in the local tavern is grave, as this is a sad night for the villagers. It is the first anniversary of the murder of a town hero; A murder that was never resolved. Strange events begin as soon as the adventurers arrive and will lead them to clues which just may solve a year old murder and lay an anguished soul to rest.
Two common elements mixed together create deadly peril. The last dungeon that many heroes will ever see. This dungeon crawl was based on the original S1 Tomb of Horrors. This is not an adventure for neophyte adventurers. Many traps, puzzles, and monsters exist to kill the party. However, the treasure of the mud sorcerers may be too tempting to pass by! Pgs. 50-70
After a drow girl goes missing, characters must delve into the depths of the Underdark to bring her back. As they journey through the dark, characters discover not all monsters are monstrous and webs are capable of restraining all manner of creatures; in fact, they can capture magic itself.
The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy.
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
"For untold eons, Eshebala ruled over Vulgarea, the 193rd Layer of the Abyss...content to revel in hedonism, corrupt the hearts of her dwindling followers and inflict petty cruelty. Yet, if there are days in the Abyss, there came one when she realized she despised her own province. She hated demonkind. She hated the Abyss. It had become unbearably tedious, spent...done. The burgeoning goddess decided she would dip her toe back into the lives of mortals, and quest to remember...to understand her own existence...But that was a lofty goal for a mind that had long ago begun to unravel. Instead...She is learning that all she has left is cruelty...and it was always cruelty that gave her power, so she now believes, to the woe of any who cross her path." Partly inspired by a scant notation by Carl Sargeant in 1992's TSR book Monster Mythology: "Eshebala is the foxwoman deity of vanity, charm, greed, and cunning. Her symbol is a female fox. Eshebala appears as a foxwoman, a shapely fur-covered female with a fox’s head, or as a beautiful young elf maiden. She is bedecked in rich clothing and jewels, and carries a silver mirror. Eshebala’s realm of Vulgarea can be found on the 193rd layer of the Abyss. She is wily and vain. She favors beautiful things and collects jewelry and art, the tackier and flashier the better. She prefers to overcome her opponents using subtlety rather than force, seducing and devouring out of boredom. She loves gossip, and always insists on being the center of attention. Eshebala is a patron of evil shapeshifters who use their wits and wiles before resorting to violence." Eshebala is a true chaotic evil demon goddess, behaving 100% true to form, and an extremely challenging opponent to take down for your players. An unforgettable 262 page jaunt for Levels: 15-17, with multiple possible modes of play, including Party Mode for up to 12 players. Profusely and paintstakingly illustrated over the course of several years by an award-winning professional illustrator. No stock illustration in this beast! A loving, dark & insanely detailed exploration of the 193rd Abyssal Plane An exuberant nod to the most grueling, deadly dungeons ever created Rich encounters that play out in a unique way each time 100 + NEW CREATURES 200 + NEW TREASURES (& possibly the most illustrated treasury ever provided) 82 BOOKS for PCs to discover 70 + NEW SPELLS & RITUALS, INCLUDING DETAILED OPTIONS FOR DEMON SUMMONING 50 + NEW TRAPS, HAZARDS & EFFECTS (guaranteed to run amuck) 4 RANDOM TREASURE TABLES, including a TABLE OF GEMSTONES that would be useful in any campaign 2 NEW CLASS SHIFTS: the Demonologist & the Exorcist!
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 mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.
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
Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
Introduction No frills, here. No fancy charts and tables. No art to dazzle your eyes. Just a crawl; that happens to have a bit of a background, and a (group)death-dealing Bad Ass! waiting for the characters. How you run it is your business. What you delete, exchange out/in or modify is up to you. You can be as kind and patient with the players as you like, or let the chips fall (dice roll) where they may. You can allow pre-rolled characters, provide pre-gens yourself, or let the players bring their own, favorite character they have worked hard to get to the levels indicated; remind them, if the latter, that character-death is part of the game! I issue only the following comment: if run as it is laid out , it is nearly certain that at least one character, and as many as all of them, might die during the adventure.
Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known( and unknown) spheres. Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, " Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so they all have their personal agendas, and it's often hard to tell enemies from friends. TSR 9286
Everyone who’s anyone has heard of Starburn Academy. The elite boarding school is famous for teaching students to excel in magic, history, fighting, and anything else a precocious child in the city of Seledor needs to know. But now, one instructor at the school is using his position to carry out a nefarious plot which is at best unethical and at worst deeply dangerous. The only people standing in his way are a mage with an unreliable reputation and the handful of talented children she picked off the street to infiltrate the school and get the evidence needed to take him down. That is, you.
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
HSING bears foul news: SEER has been captured. While exploring the ruins of Ulcaster in search of knowledge pertaining to runes (or perhaps even how to create them), they were separated and now the pseudodragon fears the worst. Without SEER's guidance, the efforts of the assembled factions in these recent events may all be for naught.
Ever needed to spice up a stay in a city? Or, ever needed something to fill the gap between sessions when you are missing a player? Add a little flavor to the adventurers’ city visits with a rampaging mummy, a circus gone wild, a haunted inn, and much, much, more. This 80-page supplement contains 26 encounters written by best-selling Dungeon Masters Guild writers and new writers! Encounters in the Savage Cities includes: •26 unique encounters / mini-adventures ◦A mix of combat, roleplay, and investigation •Scaling Suggestions for CR 1-10 •New creatures •Custom Art •Downloadable Custom Maps (as a separate file) These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.
Once a powerful proponent of Law, the Archmage Tazimack the Red was eventually driven mad by a fear of mortality. As he slipped into insanity his retirement home began to reflect the chaotic bent of his mind. Long after Tazimack’s unnaturally animated body has disintegrated, his manor house remains as a shadow cast by a twisted intellect. Can the characters bring order to this chaos?
Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker. The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now you’re going to walk right through this wizard’s front door.
“Strahd isn’t a villain who remains out of sight until the final scene. He travels as he desires to any place in his realm, and the more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter…” -- Curse of Strahd What secret lies hidden in the village of Aracos that draws the devil Strahd von Zarovich? It is ancient, reaching all the way back to the days before Strahd became a vampire, before Barovia was torn from the mortal realm and cast into the Demiplane of Dread. The Song of Aracos is an adventure for the Dungeons and Dragons 5e Roleplaying Game. The module is optimized for five characters of 6th-level and is intended to be used in conjunction with the Curse of Strahd hardcover adventure by Wizards of the Coast. In The Song of Aracos, your player’s characters come face-to-face with Strahd as the vampire struggles to understand the compulsion pulling him to the village of Aracos. Whether they choose to help, or stand in his way, depends on them, and the fates.