Join the adventure in the free city of Taux! Written as a narrative piece to help incorporate game play into the shared world anthology series Tales of the Emerald Serpent, this adventure for semi-experienced characters will put you on the run from the most powerful and notorious family in Taux. Can the characters write their own story and join the legends of Black Gate with the help of iconic personas made famous in Tales of the Emerald Serpent and A Knight in the Silk Purse. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
The isolated tower of the wizard Deros Frist is an example of a typical tsochari incursion into the human world. This short adventure site describes the lair of a tsochar noble that has successfully replaced Frist, a local wizard of some renown. The tsochar Yikk Tasst now pores through the wizard's libraries and spell books, eagerly absorbing all the arcane lore it can. Pgs. 130-134
Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
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.
Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3
The Lantanese have lost their magical ship, but they aren't willing to fight for it. That's where your heroes come in. She's expecting you. A party of adventures has gone missing, and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop whatever force are at work on the towns people Pgs. 8-23 & 47
Long ago, the eight tribes of the Softoy Valley put aside their differences and united in peace to erect a great monument to test the mettle of their young men and women. Only by defeating the challenges and guardian of the monolith could a child demonstrate their strength and wisdom to complete their coming of age in the community. All of the tests can be defeated by mind or might in recognition that each member of the tribe has unique skills that can benefit everyone. Although the tribes are long since gone, the monolith remains for adventurers to test their skills.
The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64
The Pirates of the Dark Sargasso is a companion adventure made to go along with the events unfolding in Folio #16 (WS3 Distant Turtle City). It contains the information needed to run a side adventure that will help characters in their journey toward Distant Turtle City. After exploring the derelict wreck of the Blue Ki-Rin, the characters return to their own ship to tell a tale of dark adventure to their captain and employer. However, during the debriefing, strange sounds can be heard hon deck, and was that a scream... This adventure is formatted to both 1E & 5E gaming rules.
An old elf has wandered into the city from the jungle--prattling on about his long-lost daughter to anyone whose ear he can bend. Though most in Port Nyanzaru dismiss him as mad, he speaks the truth. Can you find and save his daughter?
No-one knows why, but many of the villagers of Greenmist have been going insane. Not only that, but something has caused the surrounding environment to transform into fetid swamps. Heroes from far and wide have gone into the swamps to destroy the source of the madness, but none have returned. The truth is that the psychic whispers of an aboleth have invaded the minds of Greenmist's people. The creature called Seedooloo has been using forbidden magic, mad science, and the strange ability of his kuo-toan worshipers to grant himself the power to drive the surface world to insanity. The Call of Seedooloo includes monsters found in Mordenkainen's Tome of Foes.
This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
Who among you dares to challenge the high seas? Inspired by the tales of Sinbad, Golden Voyages provides teh source material and adventures needed to run a mini-campaign on the Crowded Sea. Detailed backgrounds, perilous locations, and wondrous NPCs populate the enchanted seas. Player characters will discover wildly different adventures as they sail from place to place. DM Notes There are multiple options for plot hooks which is nice, of course they all lead to the same spot, follow clues that take you to all corners of the Crowded Sea to find a Great Treasure. TSR 9366
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
Seer has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. Hsing comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.
An alien being, dark omens, and vanishing ships send the adventurers to a mysterious island newly appeared in the Sea of Swords. But can the characters uncover the mysteries of the Changing Island in time to save Faerûn from a terror from another plane? A dark fantasy adventure for characters of 11th to 13th level.
A master criminal has been making her way across the Moonsea, stealing priceless treasures at every stop. It's up to you to trace her steps, find her allies, and stop her before she can claim her final prize. A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.
A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.
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