Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? TSR 9051
Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64
On the outskirts of town lies an ancient temple to an unknown deity. Periodically, undead creatures issue from the catacombs beneath it. The party receives a commission from the city elders to venture into the catacombs and exterminate the undead. Pgs. 64-71
Pursued by wolves and worse, the party must fight a running battle to take refuge at the relative safety of the Bittermoon Inn, a decrepit old inn high in the mountains. But night is falling, can they uncover the secrets of the inn and use them to survive the night? This adventure can be played as a stand alone one-shot, or can be used as a drop-in side quest to almost any campaign. It is suitable for a party of about 5 characters at the First Tier (Levels 1-4). The players must fight a running battle with wolves to reach Bittermoon, then they must discover the secrets of the inn before escaping through a smuggler's tunnel. Finally they must face off against their unseen opponent at Skull Cavern. There are four encounter maps included with this title.
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!
Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?
A centuries old evil has been cultivating an environmental disaster deep under the earth, waiting for the time when it will be unleashed on the world. A new mine has been created above and has broken the seal. The owner of the mine has lost contact with their foreman and shipments have stopped, and it’s up to an inexperienced but eager group of adventurers to investigate. This adventure is designed to present a challenge for a group of four veteran players using first level characters. While there are opportunities for roleplay scattered throughout, this adventure is heavy on the exploration and combat pillars of fifth edition. Death is a real and ever-present threat as they investigate the mine and the dangers below. Success and survival should bring them to the third level, and they may have found some treasure well worth the effort. So much so that they may become targets themselves from unscrupulous and more experienced NPCs. Written to be a seed for a larger campaign in any high fantasy setting, the outcome of this adventure could have world-changing consequences. It introduces a new and growing threat that, given enough encouragement, greed, time and apathy, could consume the world and beyond.
Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49
The wizard Abracadamus hid the Forever Stone in the darkest depths of a failing mine, coerced monsters into serving as guardians, and rigged the dungeon with traps galore. Then he died, as all good wizards do. Many heroes have fallen prey to the Forever Stone’s lure of immortality. To date, only one stalwart band has plunged into the Mines of Madness and lived to tell the tale. You think you’re better than them? You think you got what it takes to grab life by the stones and conquer the dungeon that won the 2012 Gygaxian Award* for Bonecrushing Awesomeness? We seriously doubt it, but go ahead . . . prove us wrong! Mines of Madness is a Very Special D&D® Next Adventure written for PAX East 2013 and designed for four 3rd-level characters.
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.
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
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 whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?
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.
The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.
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
"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."
"Ambush at Boxcar Rocks" is a two hour adventure for character level 1-3 (3-6 players) but is easily adapted to challenge higher level PCs by adjusting the spawn rate and the spawn limit. It features one hand-drawn, color map. It can be run as a brutal oneshot gauntlet or a quick side quest to pad the players purses. Deep within the labyrinth of massive, glacier deposited rocks there is a natural cave once used for interring the dead. Now the bones of the pit within stir because of a foolish neophyte. A listless, blood thirsty horde tramples toward daylight and nothing will remain in their wake...