Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.
Rare portals between the planes sometimes appear in the Caslan Woods. Recently though, these mythical woods have slowly moldered into swampland. As if that wasn’t grim enough, bands of ogres and kobolds raid nearby settlement without fear of reprisal. Your adventuring party traverses the Caslan Woods, hoping to find the source to these strange occurrences. What lies at the heart of the swamp, however, is anything but expected.
This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time. If you are looking to start a new campaign or just experience familiar locations in a new setting, this supplement accommodates. Inside you'll find: Maps: Nine encounter maps Cragmaw Castle rebuilt, including the upper floor, and underground level. Wave Echo Cave before it was tunneled. A very different looking Redbrant Hideout Ruins of a town similar to Phandalin A swamp and muck version of Cragmaw Hideout Plus new magic items, and more Monsters: 37 new creatures Lore Information on a shadowy Yuan-ti empire A new offshoot of the abyssal demonhive A cult using the stoic ways of stone to evade the Raven Queen's watchful eye and pilfering ways. New players vying for control of the Shadowfell Shadowfell Guide: Information on the plane, its inhabitants, and included with this supplement is the best selling Shadowfell Random Encounters appendix. Easter Eggs Hidden throughout the story are references to Lost Mine of Phandelver. Including references to other hard cover books as well.
Beneath an ancient castle on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held. Seven stalwart adventuring companies, each representing a wealthy noble house, delve into the depths of the Dungeon of the Black Fey Mithelvarn. Each races to be the first to claim the power of the infernal machine that drives it, and find the Elixir of Immortality it contains. Can your party take up one of the relic banners and face the challenge of the dungeon, as well as the lethal competition from other companies seeking the prize? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Set in the Radiant Citadel, this is the perfect supplement to your "Journeys Through the Radiant Citadel" campaign, allowing adventurers to explore the ancient city and discover more about its people and places. From the Trade Discal to the Preserve of the Ancients, delve deeper into the secrets of this bastion of wonder and hope. Included in this supplement you’ll find: 10 one-session encounters for characters ranging from levels 2–13 A hand-drawn dungeon map for a new area in the Citadel 3 VTT maps 5 original stat blocks 2 new magic items A printer-friendly version with only essential graphics and text And a host of memorable NPCs! Easily drop an encounter into your existing campaign or build out a new adventure entirely. You’ll find a broad range of themes to help your table bring to life this ancient city in the heart of the Deep Ethereal Plane.
Dragonspear Castle. All who live within several hundred miles have heard the name and know its import. Once home to the proud and the brave, it stands now a ruin, cloaked behind a history of murder and diabolic plots. Few go there, for the only reward to be found is death. Rumors abound that Dragonspear holds a portal to the sinister planes, but until now those have been unfounded. Following a great battle against orcs and trolls from the High Moor who had taken possession of the castle, a temple to ward against further evil was established. However, by the Time of Troubles, that temple and its clergy had disappeared. Now, a horde of fiends and monsters has amassed at Dragonspear Castle, and it terrorizing the surrounding countryside. The portal is active, that is for certain. The army of Daggerford needs reinforcements! Is you party made of the stuff of heroes? Hordes of Dragonspear can be played using either the Battlesystem miniatures rules, or the quick combat resolution system found in DMGR2, The Castle Guide. Alternatively, a few simple changes render the entire module playable without any special rules. TSR 9369
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354
Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143
Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets. The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes?or die trying. Goblin's Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure. TSR 9347
I am sorry child. The world is unfair. You are not like the rest of them. And you never will be. Sparkless is a 5E adventure set in a world of spirits and filled with exploration, conflict and magic. This adventure is designed for characters of 1st level and should provide enough content for two or three game sessions. In this supplement, you will find everything you need to take your players on a dangerous journey through mist-covered swamps to unearth forgotten knowledge and save a lost child. Content Warning: While no children are harmed in this adventure, it features a kidnapped newborn as a major driving force of the story. Before running this adventure with your friends, consult them and make sure they feel comfortable with exploring this theme in their game. The supplement contains 3 encounter maps and 2 dungeon maps. Each map is available in high resolution for print, and a lower resolution perfect for VTT. You can also download each of the maps without a grid and customize it to your liking! Sparkless contains plenty of new 5E compatible material including: 5 creatures, 3 magic items, 1 spell, and a new playable race: The Reclaimed. A new design that lets you keep some of your old race features and get access to new ones! Published by Beyond the Screen
It’s up to your brave heroes to fight off the invading kobolds and save… the cheese?? Well, a job’s a job, and things underground are seldom what they seem. Wheel of Evil is a 16-page adventure for old-school characters of levels 3 to 5, plus a full-color cover, classic maps, and handouts. Compatible with Labyrinth Lord™ and similar games, including the Advanced Edition Companion. "Wheel of Evil" is part of the Eastern Valnwall setting, based on the Known Lands in Labyrinth Lord™! This adventure blends traditional dungeon crawling with unique elements of horror and intrigue, set against the backdrop of a seemingly mundane task turned deadly by the influence of a hidden evil.
An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan.
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17
A Kobold Christmas is a festive one-shot perfect for an adventuring group looking for a little bit of chaotic fun this holiday season. Set in the town of Finnick, play as a group of kobolds working their way out of the sewers and into the home of Sanderklauzen the Red in the pursuit of riches and revenge. Perfect for seasoned (pun intended) and new DM's alike, A Kobold Christmas is a level 3 stand alone adventure, suited for a group of 3 - 5 adventurers if you have 4 to 6 hours to play.
Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!
"I was taken by the evil dogs while camping near Agav's bog. They dragged me into their lair, and it wasn't until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. They chained me in the dark with a candle made from foul wax and forced me to dig at the marrow. Their bonds were poorly made, and I fled several days later while they slept. What purpose did they have in mining that marrow? I cannot say..." The Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. The kobolds defend the area fiercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. The urds live in the deep reaches of the wing's tips.
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
This adventure is a prequel to the first ever stand-alone module published Palace of the Vampire Queen by Wee Warriors She is simply called the Vampire Queen. A being so powerful and evil that the mere mention of her title, raises shrieks of horror and anguish. Her reach is seemingly infinite and her machinations sinister beyond the un-derstanding of mortal men. But those very same mortals must stop her. The path to victory leads to only one place. A place of legend and mystery; the Palace of the Vampire Queen! For the first time the ruined Palace Keep is detailed and ready for exploration! The adventure includes one new monster and two new magic items. This module is designed for the First Edition game using six to eight characters of first level.