The mine has been known as Tessount’s Folly for years, due to it producing nothing of value. Now Valmour, the youngest son of the mine’s late owner, has inherited the mine...and found something he should have left buried. Pgs. 56-81
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.
After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?
Characters are ready to make their mark as adventurers and travel to the City of Splendors to begin their careers. Their first job in Waterdeep promises to be a memorable one: a mermaid has hired them to rescue a kidnapped bard and bring justice to the witch who stole her voice.
Riches beyond imagination await! Buried decades ago, the great treasure of the notorious Captain Jadescale is waiting at the Mistcliff. Though the exact location of the treasure is unknown, it’s said that the owner of the Shore of Dreams has clues about the location, although nothing is ever that straightforward when it comes to treasure. Can you unearth the secrets of the treasure of Captain Jadescale or will you be undone by its mystery? This 3 - 6 hours adventure features: • 18 pages full with social encounters, dungeon crawling, puzzles and a hint of mystery • custom art and handouts for your players • custom map with a DM and a player version • custom TashMob paper miniatures • new monsters, npcs & magic items A Dungeons & Dragons adventure for characters of level 5 to 7.
FOR PUBLIC POSTING: Last week, several laborers who were working to clean up the damage to our sewer caused by the recent earthquake had been found brutally murdered. Until further notice, citizens should stay clear of any sewer gratings, openings, or tunnels for their own safety. Do not allow children to play unattended in areas where such openings are known to exist. The governor is assembling a group of interested persons to investigate these murders. Each member of the investigation team will receive 500gp up front, with an additional 2000 GP to follow upon a thorough and satisfactory completion of the investigation, provided evidence that the matter has been dealt with is presented to the governor. If you desire to join this investigation, please apply at City Hall.
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire.
A strangely delivered advertisement has led you to a sage named Demetrios. He needs a rare component to complete a desperately needed potion. The journey to retrieve it will take you through a large, unexplored swamp to a ruined keep, the former headquarters of a vile cult that once claimed the lives of many innocent youths. You cautiously accept the mission... To solve the mysteries of "Baltron's Beacon," the characters must excel in handling wilderness, building ruins, traps, puzzles, and new monsters. This adventure, originally designed for tournament use, is now available for your own campaign. TSR 9152
“A curse has hit Baron Ananias Galvan, the result of his son Philipe’s bad deeds. The young nobleman dishonored the beautiful daughter of Lady Josefa, the beautiful Joana, and did not commit to the girl. The Lady Josefa, a woman of knowledge of magic and necromancy, cursed the nobleman’s son and all his servants. Philipe was turned into an undead, and his property cursed. Baron Ananias hires heroes to invade the place and break the spell to bring the nobleman’s son back to his normal condition. However, for this to happen, it is necessary to face a horde of Zombies and unknown dangers. There are rumors that the property where Philipe lives is the secret to breaking this spell, but it is said that Lady Josefa didn’t only place Zombies on the site. Skeletons of dead people attack the unwary and there is a rumor that even a lich is present on such a property. Is this true, or is it the exaggeration of scared peasants?” Cursed House is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the DCC, OSE, BX books or the old D&D books. Have Fun!
"Men and women walk the streets of Stonefoot, but the laughter of playing children is nowhere to be heard. Over the past year, the village's children have gone missing in the middle of the night. Who will uncover the mystery of these disapearances and stop the curse before it leaves Stonefoot without a future?" From the DMsguild description. The party is tasked with saving the last child in the village and eventually retrieving the kidnapped children. The villains first appear to be goblins, but after a hunt and a fun teleportation maze, they find out a human mage is behind it. The mage has been transmuting the children into human-goblin hybrids.
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.
The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
A perfect side-quest adventure for a party based in Phandalin or after completion of Lost Mines of Phandelver. Unravel the malevolent mysteries of Knacker’s Knothole! A party of four to six 5th level characters meet Knacker, the ancient awakened grandfather oak, who was introduced in Volo’s Vetted Vendors. He has a request: one of his cherished death’s heads is missing and he implores the party to find out what happened to it. Although Knacker suspects the people of Phandalin, the party’s investigations ultimately reveal a much more sinister threat. The party must investigate the disappearance while an unseen foe attempts to thwart their efforts with ambushes and misdirection. It is not long before there are more disappearances, and the party must use its ingenuity to prevent open hostilities. This adventure is part of a new series based on Volo’s Vetted Vendors and Elminsters Excellent Establishments. It can be played as the final part in this series, and it is also ideally suited to a party that has just completed Lost Mines of Phandelver. This is a 5-7 hour adventure that will advance the party to 6th level. This full-color 60-page adventure includes: * 29 pages of adventure content. * 2 pages of convenient NPC summaries. * 8 beautiful maps suitable for use with any VTT (separate files are included for all maps, including both high- and low-resolution versions). * Many random tables including adventure hooks, customers at Knacker’s Knothole, rumors, random encounters, chase complications and battle events. These tables can provide inspiration for other adventures and campaigns as well! * 20 pages of monster and NPC stat blocks.
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
Emhin manor stands forlorn in its ruined gardens. The Emhin family dissapeared one night, many years ago. Now its up to you to brave the mansions dark chambers, and uncover a horrifying family secret... 'And then there were none' is a one shot Horror adventure, lasting about 3 to 4 hours. The PCs explore the abandoned Emhin manor, trying to unearth what horrible events happened to the Emhin family on a dark night many years past. Designed for a party of four to six 2nd level characters, or a party of four 3rd level characters, it provides rules to tailor encounters depending on level and party. The adventure contains three unique monsters to challenge and terrify the PCs. Setting neutral, it can be added to an ongoing campaign, or be the start of a longer running adventure. Warning: this adventure contains undead monsters, hauntings and visions of murder and torture.
An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan.
The prince's godmother commissions you to retrieve the prince's jade crown, held in the tower of the vampire! The vampire's tower has three levels, and the three-level dungeon below 45 rooms. The party must be wary! Lethal traps abound. Marching order is important. A straight-forward dungeon crawl with many Gygaxian rooms and encounters. No roleplaying to speak of. Pgs. 4-18
Eternally does the Lord of Nessus scheme, and his designs are for all eternity; In the pit of Hell do the devils teem round his throne, and his reign is unchallenged; By the eight Dark Ones is he held supreme, and his name (speak it not!) is Asmodeus. - From "The Canticle of Thumis," 142:15 To some, justice is more important than glory, duty is more important than desire, and goodness is more important than life. The great paladin Klysandral was such a man. But even the sleep of death, at the end of a long lifetime spent battling evil, did not bring peace to Klysandral. During his funeral, the entire Temple of Neheod was dragged by terrible magic into the Nine Hells, along with the soul of Klysandral and scores of living mourners! What unearthly motive could be behind this tragedy? Only the bravest, strongest, and most resolute heroes will have the mettle to find the answer. Along the way, they will meet the enigmatic wizard Emirikil the Chaotic, sail aboard the fiendish ship Demonwing, and finally face the horrific minions and overwhelming terrors of Hell itself. Only the path of light can lead the bravest of the brave into perdition and safely out again. Step wisely, and walk in justice.
Save an unwitting hamlet from an undead threat! Wealdham is a sleepy, quiet town located in the Westwood. Nothing ever happens in Wealdham, until Waterdeep necromancer Faurius Besk decides to test his latest invention near the town... Trouble in Wealdham is a 4 hour adventure for Tier 1 Characters (optimized for APL 3). It can be run as a one-shot, as part of an existing campaign, or even to launch a new campaign to defeat Faurius. Chapter 5 includes a section on how to weave this adventure into a new or existing campaign. In addition to the full-color 24-page adventure you will also receive: * A printer-friendly version * High-Res Wealdham town map * High-Res Dungeon map * A PDF with pre-generated characters that fit perfectly into the adventure