The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057
Picking up where Chapter 33: Adventures in the Ptolus book leaves off, the adventures in The Night of Dissolution cover an arc that pits player characters against the darkest foes the city of Ptolus has ever faced. Following the threads of a hidden conspiracy, the characters find themselves up against insane cultists, wild chaos magic, and horrors from the primordial days of the world. This adventure book is laced with urban intrigue, high action, and even some dungeon exploration. Some highlights include: A description of Pythoness House, a haunted oracle/brothel that hides a trove of weapons vital in the fight against the Cults of Chaos. A huge secret temple of chaos where insidious fanatics worship the dreaded Galchutt. Details of a city-wide network of covert spies and agents that extends even into the highest echelons of Ptolus’ elite society. These adventures culminate in the player characters’ attempt to stave off the Night of Dissolution, a dark time long foretold when the slumbering Galchutt will awaken in their hidden lairs deep below the city—and bring catastrophe and woe to the world. Published by Malhavoc Press
Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker - wonder of the world - has arrived! Will its arrival be a curse or a blessing? With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come! "Earthshaker" includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world - the giant and unstoppable Earthshaker! TSR 9128
SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629
Hurry! Hurry! Hurry! Step right up, ladies and gentlemen, and behold the greatest circus in the land! Behold the skilled mummers performing at The Stage; you’ll literally feel like you’re part of the play! Thrill to the death-defying acts (and audience) in the two rings under the Big Top! Laugh at the antics of the baleful buffoons, harmful harlequins, and malevolent merrymakers of Clown Alley! Gaze in wonder at the wild beasts of the Menagerie, (just make sure you know which side of the bars you’re on)! All this and more, for the small price of a single admission, to Bitterbark’s Magnificent Circus! The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? Intended as a stand-alone adventure, but there are notes on how to include it as part of the Castle of the Mad Archmage mega-dungeon adventure. Published by BRW Games
The search for a missing paladin takes the PCs deep into the heart of a frontier torn apart by cult wars—and face to face with an ancient evil. The paladin Jaryd set out to find and destroy the Hand of Naarash. He was never heard from again. Now the PCs must retrace Jaryn’s steps across the harsh wilderness and determine what has become of the noble warrior. Pgs. 29-59
"Mysterious Ways" is a D&D adventure set in the Holy Land (Israel and Jordan) during the time of the Crusades (1114 A.D.) in an alternate-Earth setting. This is a world where the portals to otherworldly realms, particularly the Lower Planes, are closed--sealed shut by the power of the True Cross, a holy relic sought by evil thieves who would see the gates to the Lower Planes flung open. Magic exists in this alternate world, but it is less prevalent than in other D&D campaign settings. This paucity of magic serves the core of the adventure's storyline and should be preserved, if possible. This adventure is designed for a party of four 7th-level player characters (PCs). It is recommended that the party include at least one lawful cleric or paladin. Consult the "Adapting the Adventure" sidebar for ways to incorporate the adventure into generic D&D campaigns and modify it for higher or lower levels of play. Pgs. 84-112
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124
A short Dungeon in the Desert for 3rd Level Characters. There is a secret in the desert that must not be discovered, and a gang of tomb-robbers are going to find it. Chase them through the dungeon and stop them. Of course, they almost found the secret. It couldn't be too much work for you to find it now... Unshifted Sands is a short adventure built around a tomb in the desert, designed to be played in 4-5 hours. VTT Maps Included.
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
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 land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47
Mr. P has a job for you. You must investigate three robberies that took place in Waterdeep in the past few days, and connect them to whoever is responsible. All clues lead you to a certain mansion, but it is certain that the raid will not be easy, as they are always watching, always one step ahead... Who's watching you ask? What do you mean? No one is watching.
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.
The air is moist. The moisture mixes with your sweat — the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees. You’ve only been here for three days. Fever Swamp is a hex-crawl sandbox adventure compatible with Lamentations of the Flame Princess and most other Dungeons & Dragons clones.
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.