a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark
The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
Into Wonderland is a book detailing an adventure in the Feywild, a setting for Dungeons and Dragons 5th Edition. This book provides player options, encounters, variant rules, and a campaign of expeditions into the unknown centred around the city of Endercoast that has been spirited away from the Material Plane. To survive, you'll need to balance the needs of the displaced city with the mercurial whims of four powerful archfey. What's Included? - Endercoast, a city plucked from its roots and replanted in the Feywild - Quirks of the Feywild, including four powerful archfey, a guide for creating new archfey, rules for travel using emotional truth instead of maps, chaotic seasonal and magical effects, pranks, consequences for getting lost, and 14 weird stops along the way - New races - New subclasses - New backgrounds - New feats - New spells - Fantastical questlines taking a party through the courts of the archfey and on magical journeys inspired by the fairy tales of the Brothers Grimm - A whole heap of chaotic encounters with strange fey creatures - Dozens of new monsters, including 8 ancient beasts, 3 dangerous plants, 4 extremely powerful archfey, a bunch of NPCs based on the new subclasses of the book, creepy new fey like the darkwood stalker and the time vulture, a powerful hag, and more
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.
The Godless Depths For the first time in eons, ancient aberrations are emerging from the deep ocean. Driven by some otherworldly fervour, they encroach upon the local villages, searching with beady eyes for anyone linked to the Gods. Even now you hear rumours of kidnap, men and women dragged kicking and screaming into the depths.
"For Blibdoolpoolp!!" "The power of the mind and belief are wonderous, often leading us to manifest things that aren’t real. For the kuo-toa, this power is heightened, allowing their collective belief to manifest gods." Two tendays ago, a paladin of Torm was kidnapped by kuo-toa. In a strange turn of events, she was mistaken for a kuo-toa god, and whisked off to their underground lair. Barria has managed to pose as the god and now shakily leads a small faction of kuo-toa while trapped underground. With her influence being increasingly scrutinized, and with the different kuo-toa sects on the brink of civil war, it’s a dangerous time, even for a ‘god’… The heroes’ mission — rescue the paladin from the kuo-toa oceanic lair before she’s transformed into a kuo-toa god. The kuo-toa are an Underdark-dwelling race of fishlike humanoids. Different sects worship different god-like beings, each god manifested through the strength of a sect’s collective zeal. Such “gods” feature prominently in this adventure. Product Overview ♦ 4 to 8 hours for four to five characters. ♦ Scalable for 3rd-6th level. ♦ High-resolution maps of the Kuo-Toa lair. ♦ 9 new statblocks, including Dire Barnacles and Hypno-Cuddlefish! ♦ Includes plot hooks, handouts, rules for faction combat, and more!
Written by the setting’s creator, incomparable RPG author Monte Cook, Ptolus: Queen of Lies is an action-packed fantasy adventure painstakingly re-designed for Ptolus: Monte Cook’s City by the Spire. Involving numerous challenging scenarios for characters of 11th level, Queen of Lies is filled with dozens of dark elf personalities, cunningly showcasing their alien culture—a world of merciless betrayal and sinister lusts. Deep below the surface, in the sunless lands of the Netherdeep, creatures of darkness build weapons and amass armies, dreaming of invasion. An attack on a peaceful elven shrine in Emerald Hill sends the heroes on a quest to retrieve stolen artifacts and kidnapped friends. All signs point to the actions of the dark elves of Ul-Drakkan, far below the city of Ptolus. However, even within that ancient fortress, there exists a deeper darkness.... Underground enemies lurk beyond every twisting passage, and strange creatures abound. The foul culture of the dark elves is both decadent and cruel, and the heroes may discover that they’ve stumbled into a web of deceit and treachery spun by the self-styled queen of the dark elves. Can the player characters complete their mission without being discovered, or will they find out, perhaps too late, that their actions been orchestrated all along by the wicked Queen of Lies? Published by Fiery Dragon Productions
As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "Dungeonland" is also designed so that it may be used along with its companion scenario, EX2: "The Land Beyond the Magic Mirror." Still, "Dungeonland" may easily be played on its own, and should offer hours of excitement in its strange landscape! TSR #9072
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.
A recent earthquake has brought forth ancient evil from beneath the waves, to terrorize a sleepy coastal town. People are disappearing. The heroes will sail to an ancient, steam-powered temple in the ocean. They'll encounter mad fishmen, deadly traps, and ancient horrors that slumbered until now.
A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.
"Something Fishy" - a Celtic-world campaign. "Iasc" is set in a small Celtic kingdom that can be fit into any medieval/fantasy campaign. The PCs need not be Celts. The likelihood of combat is very high, and the party is recommended to host several warriors.
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61
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.
Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?
BLACKTIDE COVE THE CULT OF THE FISH-MEN From the Ship's Log of the Sprite: "...I can hear them fish-men. All the time with their chanting and hissing and whatnot. There's some kind of religion going on here, down below. We can't understand what they say, but it's something God-like, sure as spray on the foc'sle." A century ago, during the Spellplague, pirates hid a treasure at a shrine in a remote area of Impiltur's coast. Can the heroes claim it from that which lurks there? Blacktide Cove is a 4-6 hour adventure for 6 characters of 6th to 8th level set on the Sea of Fallen Stars! Set on the coast of Impiltur along the Easting Reach, Blacktide Cove can be placed anywhere there's a stretch of lonely coastline and the possibility of pirates. Blacktide Cove is 32 pages of adventure for you and your table! Includes a handy index, cartography by Dyson Logos, new magic items, and full-color player handouts - including exclusive art from Patrick E Pullen! Includes print-friendly version!
Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88
Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?