Taag'thrith, born a gith but transformed into an illithid by ceromorphosis, has been finally found purpose: the assimilation & understanding of all knowledge. Taag'thrith plans to unleash a 10th level spell that will grant him just that-at the cost of all sentient life on the Material Plane. Will the heroes be able to traverse the dangerous corpse of a dead God, find Taag'thrith's aqueous lair the Eternal Spirals, & pit their foes against one another in order to destroy the foul lich once and for all? Or will they fall prey to the threats trapped within the Eternal Spirals & sink beneath the surface forever? They Came from the Deep is the second installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches.
What Makes Heroes into Villains? Damien Anthilas has fallen from ally to adversary, but something desperate in him has struck a chord with you. Why would he risk everything to steal the memories of the citizens of Anduria? Left with only a cryptic clue, the characters seek answers from the burned out remnants of his former home. Anthilas Manor is a place of dark magic and even darker history, where the ghosts of the past hold sway and the influence of the mad god is still felt to this day
Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent. Difficult and unforgiving scenario, typical of Greg A. Vaughan. Contains lots of monsters from the Ethereal Plane and a mysterious setting. If playing under Pathfinder Society rules, a six-player party is recommended, rather than the standard four for early PFS seasons. Using Pathfinder RPG versions of monsters reduces the lethality, as the constructs are no longer immune to critical hits and sneak attack damage, and the Xill no longer automatically bite for paralysis on a maintained grapple.
An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.
The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.
A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?
Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.
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!
"Barrow of the Elf King" is an evocative and intricate adventure module, specifically tailored for a party of 3-4 level one adventurers using "The Vanilla Game" rule set. This adventure delves into the mystical and eerie depths of an ancient barrow deep within the Old Forest, a place shrouded in darkness and mystery. It offers an experience that combines puzzles, combat, moral choices, and exploration, all set within a hauntingly atmospheric setting. "Deep in the Old Forest, where the trees grow tall and thick, where the sun rarely pierces the canopy, is an earthen mound. No birds sing in this part of the forest, no wind blows. The leaves of the trees seem larger, the canopy thicker. Even at mid-day, it is almost too dark to see" The HTML web version is free.
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…
The ruined Thorp of Rhu once produced honey, apples, hard cider, and mead. Villagers now stay away as they believe Rhu is cursed. Years ago a witch, Katla, was cheated from a reward promised for chasing away an attacking giant. Furious, she waited for her chance at revenge. Over a year, Katla created many small sack dolls and gifted them to Rhu’s children. One night, each doll animated, killed the sleeping adults, and set the village on fire. Now Sorcha, the village elder, asks the PCs to go to Rhu to locate a lost dwarven friend, help a restless soul, and find out what really happened to Rhu long ago. These outsider sack doll spirits take great pleasure in tormenting and slaying weaker creatures. At Rhu, the PCs encounter murderous sack dolls, learn the villagers’ & dwarf’s fate, parlay with spirits, and clash with Bloody Tears, the witch’s minion & spirit familiar. Published by Wicked Cool Games
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
Excitement and unrest grip the land of Pellham. Two hundred years ago, the royal line of kings was deposed and replaced by a High Council. The current council is well-meaning but hopelessly incompetent. Everyone agrees that a drastic change is needed for the kingdom to survive. The ancient Prophecy of Brie foretells that in Pellham's darkest hour, a king from the past will return to restore the kingdom. The time of the prophecy is now. All is in readiness: the symbols of the ancient kings have been recovered, the keys to the royal tomb are in hand, powerful magics to revive the long-dead king have been secured at great cost. Only one problem remains... no one knows where the king is buried! The Bane of Llywelyn concludes the epic adventure of the Prophecy of Brie -- can YOU insure that the quest will be a success? The adventure can be played as a separate adventure or as the second part of the Prophecy of Brie series. TSR 9109
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.
"A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows." This adventure is different from many others in that it progress according to 1 hour increments, rather than according to the player's exploration. The party is trapped in an old courtroom, trying to solve a decade old murder. Though one of the villains is listed as a "revenant," this is primarily due to the thematic similarity. The actual undead antagonist is a unique type called a "croaker," which bears a similarity in that it is driven by vengeance.
Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.
At Death’s Door is a dungeon crawl that takes place almost entirely in the upper chambers of the Lair of the Keeper. This lair belongs to an ancient dracolich that perhaps styles themselves after the legends of the Keeper, or perhaps even inspired them. Stormhome. The player characters are called to the home city of House Lyrandar to meet with Guild Handler Lhara regarding their quest for an artifact tethered to Dolurrh, the Realm of the Dead. The Descent. Traveling by airship over the horrors of the Demon Wastes, the party descends into a vast canyon to find the Lair of the Keeper. After agreeing on a pickup point, the party skydives into the hellish landscape and hides to avoid the notice of a would-be god, then explores the surrounding area. The Lair of the Keeper. The bulk of the adventure takes place in the upper chambers of a dracolich’s lair in a manifest zone tied to Dolurrh, the Realm of the Dead. Surviving the horrors of this place is the main challenge of the adventure. The Ghaash’kala. There is one last challenge standing between the players and their escape to the airship. The orc tribes called the Ghaash’kala consider it their holy duty to protect the rest of the world from the horrors of the Demon Wastes. They will attempt to stop anything from escaping the Wastes, unfortunately including our heroes.
Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well.... This is a boxed set adventure containing 3 adventures: Whom Fortune Would Destroy: https://www.adventurelookup.com/adventures/whom-fortune-would-destroy The Baron: https://www.adventurelookup.com/adventures/the-baron Homecoming: https://www.adventurelookup.com/adventures/homecoming TSR 1141
Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.
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.