This 4 hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot. Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party. Inside you'll find: * Three battlemaps * Introducing the ice encrusted skeleteon, a hardier version of the standard skeleton for colder climates.
Welcome to House Aldenmier is a companion mini-adventure for the Roslof Keep Campaign and is recommended for introductory level characters. It is rendered in both 1E & 5E formats. Getting to Roslof Keep was the easy part, but now a rag-tag collection of characters must find a way to become a true company while passing the various tests of Lord Aldenmier. If they succeed, they will become members of a Mithel Company, the Ivory Scimitars. If they fail... This adventure is formatted to both 1E & 5E gaming rules.
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 Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28
The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?
It all begins with a simple request (doesn’t it always?) from an old farmer. The request – protect his cattle herd from vicious wolves. Simple enough for the brave adventurers, right? But it doesn’t stay that way. Not at all. Soon, the adventuring party will find themselves in the thick of it as they solve puzzles, avoid traps, fight for their lives, and endure witty taunting. And in the end, they discover an artifact that may, or may not, be useful to them. This adventure includes a cursed shield, a new undead creature, and a new artifact. Total party experience earned is approximately 14,500.
Built into what was thought to be an inactive volcano, the Halls of Beoll-Dur were created as an isolated training ground for dwarven clerics. However, upon their mountain shaking itself awake the dwarves discovered that they shared the mountain with something far more sinister. Few escaped to tell of the massacre as an horde of salamanders rising from the fiery depths, claiming the halls for their king. Now the temple sits desecrated, waiting for the day that hero's will purify it of the evils within. Pgs. M1-M16
Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.
Famous hunter and Resident Hero Task of Alivast welcomes you on your journey to becoming an adventurer.However, when his son Tarusk is kidnapped he will need your help to get him back. Yet something stale is on the wind. A cult following an evil Demi-god stands in your way and help may come from an unlikely place. Thus begins the quest of a lifetime for you and your fellow adventures. travel through forests, cold mountains, and even a trip beyond. Meet NPCs of original creation and some you may know of. But be ready, for sometimes... You may need to peer beyond what is before you to live. This is the first of a series of fan modules I'm working on. SO ENJOY! I have 6 planned so I hope you will be patient with me. Either way, I'm sure this small adventure will entertain you. Thank you to the Unexpectables Crew (Monty, Connor, Zito, Gaijin, Taka, Ed) For inspiring me with a world and characters I want to write about. Thank you to my Beta Readers (Tixdixl, Magologue, and KingKiwi). You were a great help. Thank you to the fans who allowed the show to go on for so long.
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?
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.
Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…
Who Disturbs the Slumber of the Forgotten King? Wolves prowl the graveyard of sleepy Kingsholm, and death lurks behind shadowed tombstones. Something has disturbed the sleepers in the mausoleum, and brave adventurers are needed to explore the catacombs beneath the graves and discover what evil stirs in the darkling depths. Part 1 of the Barrow of the Forgotten King series. Followed by the Sinister Spire.
The forlorn Falkrest Abbey in the icy Lune Mountains is where the Queens and Kings of Yore used to be crowned and buried, along with their treasures. According to legends, the Fountain of St. Brynedd still pours its miraculous water somewhere inside. But what caused the fall of the blessed Abbey? Falkrest Abbey is a level 1–3 dungeon adventure for Old-School Essentials. Written by Andrea Tupac Mollica and Giuseppe Rotondo, with original art by Zaira Diana. Content: A 19 room dungeon with exploration, combat, mystery, puzzles and NPCs Encounters and events along the way on the icy Lune Mountains Several hooks and alternate outcomes with possible repercussions on your campaign 3 new monsters 2 new magic items, plus one almighty magic vial of miraculous water Original art by Zaira Diana Map drawn with dungeonscrawl Utility: Treasure & monsters overview sorted by room Interactive hyperlinked map and index Interactive hyperlinked map snippets accompanying room descriptions Printable hand-outs (optional) Extra files: VTT friendly maps without room numbers, monsters, secrets doors etc
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
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
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!