As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
A horror fantasy adventure for 3-5 1st level characters The hunched beast prowls the forest, sniffing at the still air. The roiling sky flashes and thunder breaks the silence. The time is near and the beast senses it. The monstrous form bounds toward the darkened village, a demonic howl in its throat... Shipwrecked on a perilous shore, a group of adventurers stumble into a blighted land and come face to face with a great black beast with a terrible curse. Can they unravel the mystery and solve the Barghest's curse before it’s too late? - 58 pages, 10 locations, 10 dungeon rooms - 2 new spells and 5 new monsters - Over 20 original illustrations - Inspired by English folklore - Emphasis on exploration, interaction, and usability
The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.
This adventure is a prequel to the first ever stand-alone module published Palace of the Vampire Queen by Wee Warriors She is simply called the Vampire Queen. A being so powerful and evil that the mere mention of her title, raises shrieks of horror and anguish. Her reach is seemingly infinite and her machinations sinister beyond the un-derstanding of mortal men. But those very same mortals must stop her. The path to victory leads to only one place. A place of legend and mystery; the Palace of the Vampire Queen! For the first time the ruined Palace Keep is detailed and ready for exploration! The adventure includes one new monster and two new magic items. This module is designed for the First Edition game using six to eight characters of first level.
When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.
Abominable Adventures - An Encounter Guidebook In The Frozen Tundra is a collection of 12 unique Tier 1 side stories filled with danger, horror, & mystery for Dungeons & Dragons 5th Edition. It can be easily integrated into your adventures set in the frozen lands of the North or during any Icewind Dale: Rime of the Frostmaiden campaign. Featuring ❄12 unique pre-adjusted Tier 1 encounters ❄38 pages filled with amazing artworks by artists from all around the World ❄A handy and image-free print-friendly version ❄Coloured battle maps that can be printed or used in your VTT platforms ❄New frightening creatures!
The desolate, uneven country known to locals as Battlefield Downs is strewn with the scattered remains of the ancient dead. During the last terrible years of the old empire, a series of grinding military engagements played out across the rolling fields of Battlefield Downs. In one battle that was part of a wider, disastrous campaign that contributed heavily to Nerath's downfall, the Empire of Nerath's legions clashed here against ravaging gnoll packs. It is now a haunted place, where only the bravest dare to tread. Pgs. 72-79
The Saint's Tomb is a single-player gamebook-style adventure that is playable in your browser. You make a 1st level character sheet, roll your own dice (though 2 of each are supplied in-browser), keep up with your inventory, spells, and HP, and click on options as you make decisions. It was written to help new players learn the game, but it should be fun for experienced players too. In the game, you'll investigate a mysterious figure who has a suspicious interest in the tomb of a dead priest. You'll battle the undead, figure out problems and roll the dice to save your city! The Saint's Tomb is free, though you can leave a tip if you're able by clicking "Support this Game". A Spanish translation is available as "La Cripta Sagrada"
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours. This product includes Fantasy Grounds files for the adventure. What Inspired Cellar of Death? The introduction of Tomb of Annihilation states Syndra Silvane learned about the Soulmonger from the Harpers, who “received their intelligence from a lich.” This adventure is the story of how the Harpers gathered that information. Cellar of Death has a second purpose: to give characters a greater stake in the outcome of Tomb of Annihilation by creating an NPC they love. The death curse kills this NPC, giving the characters a personal reason to go to Chult.
A beloved priest has gone missing, and sinister trouble stirs beneath the Church of St. Terragnis. Can the heroes rescue the victims of an age-old evil before it claims more innocent lives?
"At midnight everyone will die..." Azalin the lich lord is launching another diabolical plan. He has allied himself with the entity known as Death, and together they plan to raze the domain of Darkon. From the ashes of the once-mighty land will rise a new domain - Necropolis, the land of the dead! For the citizens of Darkon, death has been an everyday companion, and sometimes a yearned-for end to suffering. However, now the cold comfort of the grave is forever denied these good men and women as they find themselves walking the land after their breath has left them. Heroes have always considered the undead to be mere monsters, legions of mindless evil to be slain with no second thought. Now the heroes will learn the agony of actually being one of the living dead. They become monsters, and the entire world becomes their enemy. Death Triumphant: A 64-page adventure that puts the heroes in the middle of Lord Azalin's ultimate scheme to escape from Ravenloft. Death Triumphant can be played as a stand-alone adventure or as the final chapter in the Grim Harvest series. Part of TSR 1146 Requiem - The Grim Harvest
For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end? The Claws of Madness is a standalone adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . . Published by LoreSmyth SmiteWorks.
A Villain with a Vison A stolen jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Pgs. 68-92
On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
The Sword of the Dales, an icon of the Dalelands symbolizing the unity and strength of the people, has reappeared! Created by Shraevyn the weapons-mage hundreds of years ago, the lost Sword had become nothing more than a fantastic children's tale - until now. A group of warriors led by Randal Morn, rightful ruler of Daggerdale, rushed to the Sword's resting place to recover it, but dark forces awaited them, and Randal and his men fell to an ambush. Only one man escaped, yet he brought with him the hope that Randal Morn yet lives. Resolved to rescue his leader, that lone survivor turned to the great Elminster of Shadowdale for aid. But Elminster is gone, off plane-hopping while the fate of Daggerbale hangs in the balance. Hence, it is up to Lhaeo, scribe to the old mage, to find a group of heroes who have mettle enough to face down the menace which claimed Randal Morn and his hearty followers... This is the first of three adventures that grant player characters the opportunity to determine the fate of Daggerdale. The saga continues with "The Secret of Spiderhaunt" and concludes with "The Return of Randal Morn." TSR 9484
Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken friendship with his old adventuring buddy. Recently, there are rumors that his friend’s old magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the dragon needs the help of skilled adventurers who can join him on his quest.
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
Your party is on a journey through a mountainous region distinguished by sheer cliffs and dangerous precipices. Thus everyone is quite grateful when, just at nightfall, they find a small abandoned chapel. It provides a dry shelter from the wind and radiates such an aura of good that there is no hesitation about sheltering within it. This is an adventure for a balanced party of six second- and third-level characters; ifd esired, the number may be increased by including three first-level characters.
In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine with the strength and courage to penetrate Raven's trap-laden hide-out, deep in goblin territory. A party of stout adventurers might survive the mission, but they will have to be quick, smart, and especially careful. This module has been created especially for the inexperienced Dungeon Master and players who are interested in the exploration of dungeons and ruins. TSR 9350