Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
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.
Only True Heroes Can Find Honor Among Thieves … They lurk in the Ralferst Forest, striking out at all who pass through, robbing traders, assaulting farmers, even killing with impunity. Working from a secret base deep in the forest, a band of thieves has struck fear into the heart of Brandon's Bridge, the little village at the crossing of the Azure River. But now a band of heroes has come, seeking glory and adventure - heroes that might just be up to the challenge of driving away the Thieves in the Forest. Thieves in the Forest is a beginner-friendly, introductory OGL adventure. It features: A wilderness adventure segment featuring the Ralferst Forest, a dense wood crisscrossed with paths and fraught with perils. The nature of the forest and paths makes it easy for less experienced players and GMs to deal with this non-dungeon environment. A double-sided, fold-out poster map (17" x 22") of the thieves' hideout - an ancient ruined temple - suitable for tabletop use with miniatures or counters, for easier handling of tactical combat. Maps created in Profantasy Software's Campaign Cartographer 2, and available for download on the Atlas Games website. GMs can customize and manipulate these maps themelves, if they own CC2, and integrate them into their own game worlds. Published by Atlas Games & Truant Spiele
A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.
The residents of Haskenport are worried -- someone is living at the old manor house. The local druid says it's a band of hobgoblins. Are they just looking for a temporary shelter before moving on? Or do they plan to bring a whole tribe to live there when the place is secured? Or do they work for an even worse creature that no one has seen yet? Whatever their reasons for being there, the situation can't be good. It's up to the heroes to clean the monsters out of the place so the townsfolk can sell it.
Special Basic/Expert Transition Module Barely one day's march from Kelven, the uncharted tracts of the Dymrak forest conceal horrors enough to freeze the blood of civilized folk. Those who have ventured there tell how death comes quick to the unwary - for the woods at night are far worse than any dungeon. But you are adventurers, veterans of many battles, and the call of the wild is strong. Will you answer the call, or are you afraid of the dark terrors of the night? The campaign adventure is for characters just beginning Expert play (levels 2-4) and hurls them into the exciting outdoor world which awaits in the Expert rulebook. With a 64 page booklet, 2 double-panel covers, a double-sided, fold-out mapsheet and 120 die-cut counters, this super module provides all you need for epic wilderness and dungeon adventuring. Journey across the Grand Duchy of Karameikos in a desperate race against time and the forces of evil. This adventure is for use with the Dungeons & Dragons Expert Set, which continues and expands the D&D Basic Rules. This adventure cannot be played without the D&D Basic and Expert rules produced by TSR inc. TSR 9149
THE FIRST SET OF DUNGEONS ON DEMAND ADVENTURES! The first volume of Dungeons on Demand includes the first four dungeons: Bandit's Nest - Level 1 Adventure Dungeon Insidious Experiments - Level 4 Adventure Dungeon Fierce Tempers - Level 8 Adventure Dungeon Lord of Gloomthrone - Level 12 Adventure Dungeon It also includes the following supplements: New Twists on Old Monsters - Gaming Supplement Imbued with Magic - Gaming Supplement The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!
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.
A Maze of Tragedy and Mystery. While investigating a mysteriously abandoned mansion, the adventurers stumble into a tangled web of kidnapping, theft and murder. From a mansion with a deadly secret to the blood-stained waves of the high seas and an ancient, cursed citadel, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the recovery of fabulous treasure as their ultimate rewards. A Family Affair includes a fully-developed town setting, numerous unique NPCs and a wide range of challenging opponents.
This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.
Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108
Wild transmutation magic suddenly blasts through the sleepy town of Pinebrook Dell, turning the inhabitants into classic D&D monsters! Can the party reverse the effects as they too begin to slowly mutate? This one-session adventure is a love letter to classic D&D. Every monster the party might encounter dates back to the earliest days of the game... and the players are slowly turning into monsters themselves! Mechanics are provided for players to start turning into monsters (Gelatinous Cube, Beholder, Mind Flayer and more!) as the adventure progresses, with fun puzzles tailor-made to highlight their monstrous new abilities. This module is for 4-6 characters at level 4.
This 4 hour adventure for 3rd level characters begins in a prison cell where the adventurers must figure out a way to escape, acquire weapons and armor to defend themselves more effectively, and most importantly, escape a repurposed dwarven forge that has been appropriated by a fire giant who uses slave labor and even a captured red dragon wyrmling to smelt ore and forge an arsenal under the volcano Mt. Hotenow.
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.
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
No Loose Ends is a mini-adventure that has a single encounter, based on a group of orcs (or ogres based on level) setting up an ambush for the players by setting up a fake bridge that they attempt to collapse under the players before attacking. The cloak of elvenkind is optional, it is included only in the higher level adjustments. Pgs. 17-18
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.