The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
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.
To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311
When a group of archaeologists put out a call for adventurers to help them escort a valuable artefact back to civilization, nobody expects anything out of the ordinary. However, our heroes have more than mere bandits to deal with at Havel’s Cross... Undead monsters roam the night and an ancient artefact stirs within a long forgotten temple. Getting to the bottom of the mystery will require a strong sword-arm and an even stronger stomach.
Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. 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 The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.
What good is a king without a city to rule over? What happens when everyone in a city disappears, gone without a trace? This is the state in which an adventuring party, your characters, finds Sheol in; a city devoid of all life forms, claimed by Hegemon, a Wraith that used to be its king. Explore the empty city! Be mindful of the thieves' guilds! Find your way to the portal that leads to the castle! Fight your way through the hoards of undead to foil Hegemon's insidious plan! An adventure perfect for the middle part of any campaign, full of plot hooks, possible plot points and areas of exploration! Tons of places, like the Tower of Eiden, with backstories to tie in with any existing campaign! Discover the "Hell's Gifts", red gems that defy space! This adventure offers: 30 pages of exploration of an empty city and a castle swarming with undead. Maps for major locations Two new Monsters, Hegemon and Corvus, also usable as NPCs. 3 new magic items. A plethora of plot hooks, possible plot points, and setting-neutral lore. Many hours of fun gameplay A Dungeons & Dragons adventure written for 8th level player characters, with level adjustments for levels 5-10 for the encounters.
The denizens of the Old City have made some unusual sightings in the festering refuse pits on the outskirts of the city, and while such reports are seldom taken terribly seriously, the mysterious disappearance of a beloved figure in the poor part of Port Nyanzaru has folks on edge. Can you get to the bottom of this? Part One of The Rot from Within Trilogy.
The hobgoblins were not the only forces that remained after Kalarel was slain. Before the Keep’s portal was fully sealed, evil spirits from the Shadowfell escaped into the Nentir Vale. They were drawn to Kalarel’s own dark soul, which remained in the mortal world thanks to a spirit-orb the priest had created to prevent him from moving on after death. The presence of these malignant spirits caught the attention of a frost witch called the Rime Mistress and her followers—unaligned territorial beasts—who rose up to defend their domain. The Rime Mistress knows that the spirits present a greater threat than the hobgoblins do, so she and Prang, the Iron Gauntlet leader, have agreed to an uneasy truce. Thus, the hobgoblins and the creatures of the Cairngorm Peaks are united in their struggle against Kalarel’s spirit army.
A snow hag lair suitable for four or five 7th-level characters. Mother Rime lives north of a small fishing village in the far cold north. For years she's hidden her true nature from the townsfolk, appearing as an old benevolent wild-woman to the town. When one of Mother Rime's 'children' break from her cold-hearted ways, adventurer's are sought to seek to correct the evil in the north.
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.
Darkness looms near Winterhaven! Kobold brigands have grown ever bolder in their attacks, marauding the once peaceful town, and a known explorer has been missing ever since their departure to the excavation site of a dragon burial site. When the party investigates, they will discover that the kobold's leader, Irontooth, bears a tattoo of a ram-headed demon. This is a troubling portent, for the townsfolk will report that this can only mean the dread god Orcus, master of death, has an active cult in that ruined keep! It is up to the party to enter the Keep on the Shadowfell and put a stop to the cult's fell machinations before it threatens all the realm. There they will fight the evil priest Kalarel, Scion of Orcus and seal off the vile portal to the dark realms he is master of. Should the heroes seize victory, glory and treasure are sure to be theirs. But first they must endure the challenges of that dreaded KEEP ON THE SHADOWFELL!
Into the shadows. You must brave the perils of the Shadow World to keep a tighmaevril weapon from the wicked clutches of the Gorgon. PCs are recruited to help a noble and his halfling friend find a weapon with immense power, called bloodsilver. Includes a sidebar for adapting the adventure to another setting, an overland map, and a map of the ruins Pgs. 8-31 & 69
Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124
An Adventurers League Con-Created Content Module. Tier 1, 4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you face The Heir of Orcus! Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, one map, 18 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part two of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
An elder warlock from the goblinoid swamp village of Urzin has been kidnapped by soldiers of the Dwendallion Empire. Now the machinations of an evil imperial inquisitor might unleash an evil that could threaten the garrison at Fort Venture and the goblinoids of Urzin alike.
The infamous Sword of the Dales has always held a certain fascination in the eyes and hearts of the citizens of the Dalelands. Thus, it was no surprise when Randal Morn, rebel leader of Daggerdale, led an expedition into the crypt of a long-dead wizard to recover the weapon. Shaevyn the weapons-mage had created the Sword long ago, and it stood to reason that the blade would be waiting within his tomb. Perhaps the Sword of the Dales woulld allow Randal Morn to rule Daggerdale once again. But Randal Morn never returned from that fated party. Only tales of terror told by a lone survivor held any clues as to Randal's fate. A brave hand of heroes accomplished what Randal Morn's group failed to do in part one of this adventure trilogy, "The Sword of the Dales." Battling through the tomb's undead inhabitants, those heroes reached the burial crypt of Shraevyn. There, resting in the center of the coffin, was the Sword of the Dales, its azure glow filling the chamber. However, there was no sign of Randal Morn. Only a note signed by his hand held any clue as to his fate. "Seek me in Spiderhaunt," it proclaimed. "The fate of Daggerdale is in your hands." This is the second part of a trilogy of modules that began with "The Sword of the Dales." The saga concludes with "The Return of Randal Morn." TSR 9485
Tales of the cursed pyramid and the sleeping tomb of the Mummy Bride have long been a traveler’s tale, passed along by wayward explorers and greedy plunderers alike. Deep within the verdant jungles of the south, amidst a Green Hell of impenetrable jungle, savage cannibals and ancient myth, lies the shattered remnants of a once-powerful civilization and the terrible gods who ruled over them. Rumors swirl of untold riches and unplundered magic for those brave (or foolish!) enough to claim it. Will your players survive… and what will be left of them? The Jungle Tomb of the Mummy Bride is an old school, grindhouse-style combination of classic role playing adventure and devilishly-designed dungeons for levels 5-7, cram-packed with b-movie goodness to challenge even the most seasoned of adventurers. It’s a module that could only have been made in the primitive jungles of man… where life is cheap! Published by Planet X Games