A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050
The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.
Are you ready for some HACK 'N' SLASH action? Do you yearn to unveil the hidden mysteries of the DWARVES? Are you thirsty for some UNEXPECTED encounters? The long lost Dwarven Kindgom of Gleodemar holds a relic of the past, Svarogs's Anvil, a magical artifact that can boost weapon production. The Heroes are sent to reclaim it, but the ancient fort is not empty and the new denizens have settled for good and do not seem keen on sharing any treasures. Will the Heroes manage to overtake them in a direct (and bloody) confrontation, or will the try to slip through the shadows to reach their goal? Maybe they will be captured and the "cavalry" will have to save them? In this adventure anything goes and it takes only one mistake to unravel the Heroes' careful plans and make them prisoners of the Keep. In this slightly challenging 5e hack 'n' slash adventure for 4th level PCs you will find: - a detailed story behind the Dwarven Kingdom of Gleodemar - a powerful dwarven artifact - a back-up NPC party, in case the heroes require a "deus ex machina" intervention - an optional ethical dilemma, to spice things up - both DM and player-safe maps - 3 boss monsters that can be used as future antagonists - non-stop action and suspense until the last minute of this 3-act mad rash and if all of that still does not sound fun, there's ALSO a race against time before the curtain falls. Download away! (and don't forget to share your feedback, we'd love to hear it!)
The Blacktooth Ridge, fabled for its string of long abandoned fortreses, treasure houses, temples, and underground mansions lies far to the north and east of the civilized lands. Dangerous journeys and the promise of treasure invite many an adventurer to the wilds along the Ridge. There they sek fame and fortune. But it is an altogether dangerous place, tainted with the evil of the Horned God, there in hidden caves and darkened temples some linger stioll who call him their master. Of late these creatures have issued forth to plague the few people who call the ridge home, the toen of Botkinburg most of all. Now, raids and plundering confound the settlements near the Blacktooth Ridge. Rumors of Rottenkip the Goblin King and his fearless warriors taking up residence in the Blacktooth Ridge are circulating. Ogres and Trolls are raiding villages and looting caravans. Few are coming to the aid of those beset by the depredations and the evil denizens of the Blacktooth Ridge continue to spill out ever further across the lands. The call has gone out, the mustering of militias is at hand, and the Blacktooth Ridge beckons to any and all willing to come to their aid and discover what is calling forth these foul creatures. Also available for 5E
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261
In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45
Candlekeep is under siege, and it needs adventurers to help protect it! Heed the call to defend the legendary monastery and stand against the tide of evil. Confrontation at Candlekeep was used as a D&D Next playtest for D&D 5E. It was released to organized play Dungeon Masters in August 2013, and ran at Gen Con, PAX, and other major conventions. The adventure includes rules for running multiple tables, but can also be run for just one table. The attack on Candlekeep by forces of Asmodeus is tied to the events in Ed Greenwood's novel about the Sundering, "The Herald."
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades.
The king summons the heroes to investigate the death of a knight, and the final fate of the king's long-missing son. The knight and his entire order was killed by a Dragon! Yay we get to fight a dragon in the first issue of Dungeon Magazine! Much travel over many different terrain types featuring avalanches, volcanoes spewing lava, and many random encounters (not detailed here) before the heroes reach their real goal: A lake with a ruined wizard's tower and dragon's cave. Opens with a particularly byzantine Background section for the DM involving a prince you never meet, pirates you never meet, knights you never meet, and deep gnomes you never meet. See Out of the Ashes in Dungeon #17 for sequel to this adventure. Pgs. 42-60
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065
The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.
An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers rise as Fell, intent on finishing their final mission.
Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.
A museum of the Mad Archmage, it contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river. This adventure can be used as an expansion to the Castle of the Mad Archmage mega-dungeon adventure, or as a stand-alone adventure. Published by BRW Games
You say you want a revolution? Monsters are prowling through farmland, people are starving, and the government is on the verge of collapse. But why? The Knights of the Shield have infiltrated the town council of Zazesspur, are are subtly manipulating the countryside around Ithmong by bringing in attacking monsters and making the land unfertile. They hope to make one of their members king of Tethyr! The players are tasked with cleaning up the countryside of Ithmong, finding the source of the increased monsters, and stopping whatever is making the land unfertile. Pgs. 4-18
While travelling the open road, the party encounters two good-hearted thieves with a potentially lucrative proposition: The despotic baroness Ytrix hoards a large treasure nearby, locked within her army’s fort. Wouldn’t it be exactly what she deserves to have that treasure stolen and given to the needy that she’s so long ignored and oppressed? That’s what the party’s new companions think anyway, and they certainly have no ulterior motive for the job... The treasure is protected by high walls, a legion of soldiers, a fanatical wizard, and plenty of other surprises to keep would-be thieves on their toes. The party will choose how to approach the fort, case the joint, make their plan, and execute their heist. When they're done—and if they're successful—they'll leave with a small fortune and even a few unique magic items. A 6-8 hour adventure for 3rd or 4th level characters.