You hear rumours of an unclaimed wizard's tower, a worthy prize for any practitioner of the arcane arts! Do you have what it takes to face its challenges and claim it as your own? This is a one-to-one adventure designed for one player of the wizard class and one DM.
Wise rogues join the government, where their larceny has the cover of “legality” and the cash comes in heaps and piles from deceitful receipts and pocketed procurements rather than in small, bloodstained purses from breaking windows, scaling walls, and risking traps and long-fanged guard dogs. Wise rogues do not, by choice, go up against towering giants armed with clubs larger than the tallest rogue in the guild. Nor do they try to nick treasure from dragons without a group of powerful fellow adventurers behind them, who can hurl mighty spells, hack and hew toe to toe with an angry wyrm, heal the injured, and (when things go as they usually do), resurrect the dead. There are wise rogues, and then there are player characters. Emeralds of Highfang awaits them with open arms, offering special challenges and rewards to rogue characters—but as always, the prospects are much better for a party of adventurers from a variety of classes, with wide skills and experience, and of high level. Some might find that a broad base of experience is not only helpful, but essential for survival.
"The first raid on our village happened a little over 3 months ago. We awoke in the morning to discover that the Cooper family's house at the edge of town had been sacked in the entire family was missing," croaks Obed, the village elder. "We mounted a search party, but found no trace of them." The old man lifts his gaze to the west woods. "After the third such attack, we sent a messenger to seek aid from one of the larger towns nearby. He never returned." He turns back to face your party and continues, "We had no idea who or what was attacking our village... Until last week. Creatures in black robes drifted out of the woods to the west and began setting houses on fire. Then, they seized four of our bravest men and carried them, screaming, into the mists." Obed throws his mug of ale into the fire, suddenly angry, "The only creature capable of this evil is the Barrow King, who lives in the burial mounds to the west. But I swear, we have done nothing to focus his anger upon us, nothing!" Warily, the elder stands, leaning heavily on his walking stick. Slowly, he lifts it, pointing at each one of you in turn. "If it is the Barrow King, God help us!"
Players must prove their worth in this series of trials. Face the minotaur in his own maze, resist the allure of a crafty nymph, put on a show for the crowd as you face down an incubus / succubus duo in the arena, crawl through the muck and sneak past the demons that lie in wait, and finally use all of your creativity to navigate a glass golem through a gauntlet of traps. Another exciting blend of combat and puzzle-solving.
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
The slave markets of Katapesh may be an unsavory sort of business, but the trade metropolis’s enigmatic law enforcers have few qualms with the legal act of selling and buying flesh. Other factions, including the abolitionist Eagle Knights of Andoran, have their own opinions on the matter, however, and frequently send undercover agents into dangerous territory to break up slave rings. When one such Eagle Knight goes missing while investigating an underground slave operation beneath the dilapidated Twilight Gate district, it’s up to the PCs to delve an abandoned (but hardly uninhabited) qanat beneath Katapesh and discover her dire fate. Yet not everything is as it seems in the dank slave caverns under Twilight Gate, and clues hint that the slavers may have even more loathsome connections than initially suspected.
An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.
Mimic Madness is a psudeo-adventure with four interesting mimic encounters. These four encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL4 to 7. The encounters vary the mimic's tactics significantly, such as by having them we a weapon rack that wields the weapon it holds, pretending to be animated furniture using its ability to speak, and pretending to be a floor covering a pit; none of them rely on the typical chest or door mimics. Pgs. 24-25
A Pliable Dungeon for use with any fantasy sandbox. This adventure is formatted to both 1E & 5E gaming rules.
In the Tower of Yladhra the Grim, a party of adventurers braves the dangers and puzzles of an enchanted wizard's tower, and finally confronts the wizard herself. The adventure is designed for a party of five adventurers between levels five and eight. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Aftermath - Ideas for future adventures based on this one. Unique Magic Items - New magic items to introduce into a campaign. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here.
Someone in the misty, wooded Moonshae isles needs hundreds of brand new swords taken under guard from Sword Coast smiths to a certain place on the Isles. The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important. Adventures foolish enough to take assignments too good to be true (or merely desperate for coins) will soon find themselves embroiled in a dark and mysterious struggle against evil that will take them into sacred groves, crumbling castles, and through ancient magical gates to the halls of the High King - and beyond -- An adventure that takes place on the Moonshae Isles, in which a mid-to-high level party fights against the encroaching darkness of The Cult of Bane. Although helped by the Harpers, players will have to uncover the plans of the cult, and thwart them where possible. Preventing the summoning of the "Godson", a manifestation of Bane's evil. Part of the "Forgotten Realms Adventure" series, this is FA1 - Halls of the High King. FA2 is "Nightmare Keep" TSR 9301
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055
Finish up this Dwarven Forge world of Mythras trilogy in the epic conclusion of The Hidden Valoria Campaign. Master your occupation of the neighborhood of the Patina Court. In this climactic end your players will fight paralyzing hate crawlers, kobold trap masters, spiders, and even a dragon and a mummy lord before a final betrayal awaits This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
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
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
Your adventures have taken you to strange places before, but in the eyes of your experienced party, few of these places are as unusual as the bizarre Land Beyond the Magic Mirror. Here the delightful and the light-hearted often hide great challenges and dangers; here you will journey through a landscape unique among fantasy role-playing scenarios. 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. "The Land Beyond the Magic Mirror" is designed so that it may be used with its companion scenario, EX1: "Dungeonland." Still, "Land Beyond the Magic Mirror" may easily be played on its own, and should offer hours of excitement in its strange landscape! An adaptation of Lewis Carrol's book 'Alice Through the Looking Glass' into a dungeon crawl, and a sequel to the module EX1 Dungeonland which adapted 'Alice in Wonderland' in the same way. TSR 9073
Our heroes are approached by Tristan Harpell, an entitled young mage and heir to a suite of rooms in Ivy Mansion, the ancestral home of the Harpell wizard dynasty. His inheritance is “infested” with the wacky experiments of his dead great-uncle, Siegfried Harpell, and Tristan needs the party to clean things up. The party will have many wild and bizarre encounters while digging through Siegfried Harpell’s derelict magical concoctions - and along the way they might even discover the astonishing truth behind Siegfried's disappearance! Into Ivy Mansion is a Dungeons and Dragons one-shot adventure for a 3rd-4th level party. It features exploration, role-playing and thrilling combat encounters...
The Dread of Dynwel is an adventure set in the Forgotten Realms and optimized for 4-5 players. The characters start as a down on their luck but somewhat experienced crew of adventurers with a wanted poster which pays a much-needed gold reward. Soon, events in the Sunset Vale are revealed as more dangerous than they seem, sweeping the characters along with them. From the heights of the Sunset Mountains, the alleyways of Scornubel, and depths of the Reaching Wood: The Dread of Dynwel covers levels 2 through 8 and features material which can be played as a full campaign or dropped into an ongoing one.
A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own.