What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101
The Dwarven clans are in chaos, and a powerful host of goblins stand poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords- one of the most powerful weapons ever created by the dwarven race- holds the key to ultimate victory against the massing humanoids. Can the PCs brave the labyrinth of an abandoned dwarven stronghold to find the Axe? TSR 11347
From The Magazine: "Every summer, Duke Hightower holds a competition quite different from the traditional jousting and archery tournaments held by similar lords of his station. The rules of his tournament change from year to year, and, to oversee the games, the duke has appointed two wizard brothers who help choose the setting and create the rules and challenges of the competition. This year the competition is called the “Owlbear Run,” an overland race that requires each participating team to escort a live owlbear from the town of Telvorn to the town of Milvorn. The teams will face a variety of challenges; some are devised by the wizards, others by the competing teams or their sponsors, and some occur entirely at random. All of these tests are in addition to the challenges inherent in motivating a temperamental owlbear. Fortune and fame await the first team to cross the finish line, and the local lords sponsoring the race are eager to enlist skilled champions for their causes." Pgs. 2-27
Sleepyhead. The only man who can stop the amphibian horde needs a wake-up call. The party must find a missing druid an bring his captures to justice. Pgs. 8-21
Off in the wilderness are the ruins of a temple that once belonged to the God of Balance, Tyr. It has long been abandoned by the traditional followers, but it is certainly not empty. A few clever individuals have found a way to harness the magics that still reside deep within this holy place and are attempting to use it to give life to an Iron Golem. The party must stop them at all costs or have a powerful monstrosity released into the hands of some terrible individuals.
Despite the adventurers’ best efforts, more creatures joined under Bad Fruul’s banner. No longer content to simply attack caravans or isolated homesteads, the hill giant warlord descends upon Parnast at the head of a great force of humanoids. SEER warns the adventurers (directly now) in time to rally the town and prepare defenses, but a heroic effort is required to break the siege.
When local farmer Jonas Cappa goes missing while hunting mushrooms and then reappears, hours later, naked and without any of his belongings, his wife goes to the party to investigate. Jonas claims to have fallen into a hole in the ground, but none can be found. What really happened to him and can it be stopped before things get worse? (Spoiler: they are probably going to get worse). A one-shot adventure for characters of levels 1-4 designed to be dropped into any campaign, inspired by the X-Files (but firmly D&D).
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078
Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorl’s control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 characters—optimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!
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.
A malicious and virulent force possesses the Vermyr Woods. The local wild-life has fled; known paths have mysteriously vanished or shifted; and locals have been found hanging dead from trees yet their eyes watch... they always watch. The hopes of the people are dwindling quickly. Believing that evil harpies have afflicted the woods, brave Captain Harkin set forth to serve them righteous justice! Even the mighty druid Algalor is nowhere to be found. Time passes and their worries compound. Why have the harpies attacked? What is the fate of Algalor and Captain Harkin? What is this mysterious evil that plagues the Vermyr woods? Who is Cartman's dad? The heroes will stumble into this mystery as they travel to Homid. They will discover the truth of the harpies as well as the fate of the heroes who safeguarded this region by delving deep into a forest labyrinth that feels alive! Will it consume them or will they be strong enough to defeat the evil at its core! Published by: Paper Dragon Tales
Ten years ago, the local hunting lodge was shuttered after a series of tragic accidents. Now, a local lord has hired the adventurers to investigate the site. The catch: a medusa has been running an exotic creature smuggling ring out of the abandoned lodge—and was involved with the past tragedy. Pgs. 147-155
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!
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.
Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many other came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness-but they all came here first; to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Welcome, then. Enter in, and find in these pages: A challenging introductory level dungeon. A detailed countryside setting, including important local personages, local color, and guidelines for play. Suggested campaign plots and adventures. New spells. New magical items. New monsters. A splendid campaign can begin here. Adventurers in an ongoing campaign can stop by for a memorable visit. Those looking for an underground stronghold may even find a home in the Haunted Halls of Eveningstar. TSR 9354
Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR
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.