Book 5 in the Iron Gods campaign: Somewhere deep within Silver Mount, the greatest of the Iron Gods is rising to power. But before the heroes of Numeria can oppose it, they must f irst defeat the Technic League and the Black Sovereign, for the corrupt cabal controls access to the legendary site. Will the clues harvested from an ancient android oracle and the technological wonders gathered from strange ruins across Numeria be enough for the heroes to prevail? Or will they simply become the latest upstarts to be crushed under the Technic League’s metal boot?
The loss of Skyreach Castle in Hoard of the Dragon Queen was a major setback to the Cult of the Dragon, but still only a setback. The cult is determined to retake the castle and claim Tiamat’s lost treasure buried in its frozen walls and cloudstuff vaults, but they aren’t the only ones. Blagothkus the cloud giant is still the master of Skyreach, and he has gone to the hall of his cousin Brunvild, ice lord of Uldoveld, for the resources to repair and reoccupy the castle. At the same time, the party is dispatched by the Council of Waterdeep to reclaim some of the stolen treasures lost when the castle fell.
From the magazine: "'That's right," said the druid. "You must steal the giant's cauldron - without harming him in the slightest.'" The adventurers are sent on a mission to reclaim the legendary Cauldron of Plenty for a celtic inspired kingdom. This magic item is kept by an intelligent Verbeeg called the Bolg Mor. A secondary goal is to discover the command words for the cauldron in the cave system. There is a curse on the cauldron, stating that violence breeds violence; he who slays the owner of the cauldron and steals the device will also fall prey to acts of violence. Players are encouraged to attempt to roleplay and negotiate with the villain to gain the cauldron.
A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery
This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR 9118
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndölg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndölg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires alone—either by skill or luck. Part 3. Once at Ise Festing, the group discovers it’s been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubt’s observation deck.
Red dragons. Storm giants. Dragon rulers. Frost giants. They're all here, in this book, in complete, ready-to-play mini-adventures. No matter what level your characters are, there is something here for you (and them). Need a diversion? Want to spice up a long-running campaign? Want to play, but don't have more than an hour or so? This is the book for your gaming group. As DM, you have everything you'll need to play right at your fingertips. As players, you'll have challenges worthy of your characters. This book has something for everyone. This product includes a random spell generator for dragons, complete with instructions. Contains 14 adventures. TSR 9211
One of four magical, snow white pearls protecting Tarylon has been stolen! And you, a Companion level elf, are responsible for its safe keeping. Now the very existence of your beautiful village is threatened unless you can find the powerful pearl. Milgor, the evil wizard with an evil sense fo fun, challenges you to find the pearl, and return it to Tarylon. This adventure uses a "Magic Viewer" - a piece of colored film - to reveal the hidden results of the player's choices. This includes encounters, puzzles, and traps. TSR 9128
Those friendly dwarves were the first to go, the poor things. And now the beast has been killing and eating the people of Brandonsford. No-one wants to leave the town's walls. With the humans out of the forest, fairies have taken over, and now the goblin king Hogboon seeks to claim the entire forest as his new kingdom.
Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.
(2017 ENNIE Awards Judges' Spotlight Winner!) THE MOST AWESOME ADVENTURE EVER Since the invention of the adventure module, there have only been five adventures that were rated the most awesome, the most epic. Broodmother Sky Fortress leaves them all behind. It’s got these creatures that are half shark. Half elephant. All badass. They fly around in this cloud fortress, wrecking everything in the campaign until the players step up to stop them. It’s all terribly exciting! And all brought to you by none other than the world-famous Arch-Mage of Old-School, Jeff Rients! As an added bonus, we’ve included a Greatest Hits of the ol’ Arch-Mage’s essays and game tools to build your campaign into the unstoppable juggernaut you’ve always wanted it to be. Your game won’t suck anymore! Broodmother SkyFortress: Buying any other adventure is just throwing your money away (includes "3.PF" edition stats by Jukka Särkijärvi because somebody somehow convinced me that would be a good idea back when this thing was being crowdfunded) Writing by Jeff Rients Art by Ian MacLean Graphic Design by Alex Mayo Cartography by Jez Gordon
In the peaceful village of Auchendale, the local blacksmiths have lost their enchanted forgehammer. Trickery is afoot and soon enough, the adventurers will have to embark on a chase, in a comedy of errors and misfortune. Follow the path of the Forgehammer from a rural village, through the summery farmlands and deep into the forest and its shadowy undergrowth – all in one gameplay session, in a generic setting easily adapted to all manner of worlds. Designed for introducing your group to D&D with a focused 3-4 hour questline. This adventure fits best with a level 3-4 party. Includes hand-drawn illustrations and maps.
On a storm-blasted mountain lives an immortal Arch-Mage with a foul temper. The townspeople want you to talk to him - and kill him, if necessary. Is immortality worth the price? An Arch-Mage's magics threaten a small village. To protect it the party must brave a dangerous climb, and survive the Mage's warded lair.
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
Earth giants, frost giants, fire giants... when the giants strike out to raid and destroy the civilized lands, it becomes apparent that something much larger and more dangerous lurks in the background. A group of adventurers must locate the spark that has ignited this spreading fire and find a way to snuff it out before it engulfs the world. Revenge of the Giants is a super-length adventure that takes characters from 12th level to 17th level. It includes background material, adventure hooks, new monsters and magic items, and a powerful, unfolding story that shows off the best of the paragon tier of play. It also includes a double-sided battle map depicting key encounter sites, designed for use with D&D Miniatures.
Into the void. It all started with two wizards feuding now a sphere of annihilation and a daemon princess threatens the whole town. It is up to the party to stop things before the city is destroyed. Pgs. 24-47
On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273
You are the guest of the count, one of your allies and the strongest man in the region. Your sojourn has been pleasant, a nice change after weeks of battle. Suddenly the courtyard below your window is filled with the noise of galloping horses. More Guests? You yawn as you look out. But these people arriving look more like tax collectors than guests. You decide to give your attention to something more interesting, like dinner. Relax while you can, friend, because these new arrivals are about to lead you to a crimson sailor, a cozy Tower of Terror, and a river with an aching heart. Sabre River includes a complete campaign setting, new NPCs, dungeon and wilderness encounters, and a mysterious story. TSR 9119
The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117