Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55
Continue the adventure inside the Dwarven Forge world of Mythras with the second part of this new gaming trilogy, The Hidden Valoria Campaign. Now entrenched in the tapestry of The Patina Court, the players must begin unraveling an even greater mystery that lies beneath the streets. Taking the adventure to the sewers, get ready to explore some of the locations that have made Valoria so famous among its players over the years This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Janos Meer, the powerful underworld figure known as the Beggar King, has vanished. Gribbits - Meer’s right-hand goblin - has tasked a group of neophyte adventurers with getting to the bottom of where his boss has gone, and why. This is easier said than done, of course. The explosive destruction quite accidentally meted out by the Dragon Friends some months prior has made their city a dangerous place. It’s up to the adventurers to follow the clues through the urban chaos, unravel the mystery of the missing Meer, and maybe - just maybe - expose a conspiracy greater than any of them expected. The Gribbits Detective Agency is a Dungeons & Dragons adventure for four 1st-level characters.
Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.
Powerful Magics are Loose in Karameikos! You and your companions are starting on your first adventure and you've been swept into the intrigues surrounding the infamous Black Eagle Barony. To prevent the evil Baron von Hendricks from gaining more power, you and your cmpanions must retrieve the magical Eye of Traldar from the wizard's tower at Fort Doom. Can you escapes the clutches of the armed garrison? Will the Baron gain the powerful artifact and use it for evil? You and your friends make the choices and affect the entire Grand Duchy of Karameikos. This module is particularly recommended for novice Dungon Masters and players who want to try their hand at overland adventuring. Recommended for four to six characters, levels 1-2 Handouts and pregenerated characters provided Suitable for use with the Dungeons & Dragons Game box and conventional D&D Game rules Features simple rules on outdoors travelling for exclusive players of the D&D Game box Adventure in the monster-filled caverns and dungeons beneath Fort Doom. TSR 9271
Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.
For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.
The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her. * * * Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their place," laughs the tall, hefty figure. "But it's too bad this was an accident," the shorter, slim figure says haltingly. "But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives." Grunting. they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds. Who is the woman? Why will her death trigger riots and unrest in the city of Specularum? And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society? This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play! TSR 9086
A mysterious ship emerges from the dark ocean mist, its lantern-lit deck silent and empty. When invisible hands cast lines and ropes over to the characters, will they accept the invitation to board and enter the secret afterlife of departed sailors? Ghostlight is a nautical sword-and-sorcery adventure and includes: -A haunting foray into the afterlife for good and evil sailors -A mad witch, a dashing rat pirate, and a tavern full of departed souls -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. The adventurers’ lives may depend on finding her first.
A silent threat grows in Freeports streets. One of the pirate city's own leaders brings Freeport ever closet to war, lining his pockets eve as he plans for eventual invasion by the foreign power Mazin.
It is Autumn. Most of the clans of the Great Valley have departed south with the herd animals they depend on for survival. But one small clan lags behind. For seven nights they have been unable to travel, plagued by a terrible monster known as the Night Thing, which has killed their people and wounded more. Your party answers the call of dwarf chieftain Skarna Two-Axe, begging hunters from neighboring clans to pursue and kill the monster that’s been attacking her clan, and that slayed her son. Starting at the chieftain’s clanfire, the characters uncover mysteries about the creature that can only be fully solved by tracking the awful Night Thing to its lair, which is full of frightening apparitions. As the party ventures deeper into the Night Thing's lair, they'll discover an even deeper menace, and a plot to overthrow the chieftain. Only they can save Skarna and her people from the grim machinations of their powerful enemies! Published by Atlas Games
The chapel, once populated by the priests and priestesses of Eldath has now been desecrated by cult of necromancers who sought its secrets to prolonged life. They soon discovered the bodies of the chapel’s clerics they slew, and those interred in the catacombs below, were unnaturally strengthened and preserved by the chapel’s white waters. Their bodies were soon used to create powerful undead. Seeing this desecration of her followers, Eldath stemmed the flow of her life-giving waters. The cultists remain in her chapel, seeking to corrupt the well and harness its powers for their vile plans. Published by Arcana Games.
The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.
A nameless horror stalks the lands around Triboar. Livestock are slaughtered in the night, children are snatched from their homes, and terror has gripped the hearts of the people. Can you unravel the town’s dark secret before more lives are lost? This is a single session adventure for 2nd-3rd level characters. It includes 15 encounters in an urban sandbox, and a terrifying climax! Includes a Guide to Triboar and a new and original Map of Triboar by Daniel F. Walthall!
Each year the Emperor holds a competition to select a new Adamantine Chef. When a challenger emerges from outside Kara-Tur, the current Adamantine Chef aims to win before the first dish is served. The challenger turns to heroes in this desperate hour! This adventure pairs action with humor. The menu includes high-flying martial arts action, wild animal hunts, shopping, haiku, and, of course, a food fight! Dish this out as fast food for a fun game night, or use the included tie-ins as extra flavor for an ongoing campaign. Delicious! A Forgotten Realms culinary adventure, featuring: - Tie-ins to the Tyranny of Dragons, Elemental Evil, and Rage of Demons storyline adventures or your own home campaign - Two new monsters - Innovative encounters offering your players unique roleplay and combat experiences - Links to the adventure The Five Deadly Shadows, extending play - A food fight with special food-weapon rules!
When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking. If our plucky adventurers ever want to see their loot again they’ll need to help him wipe out a band of murderous house-breakers that aren’t just spooking potential targets, but are behaving in a most ungentlemanly fashion while doing so. One way or another, there’s going to blood spilled in the shadows tonight!
Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59
The first savage tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fell seed known as a shadow pearl, this savage tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the pearl, the resulting blast of power sunk their city into the boiling lake of death. Through it all, the Abyssal architect of the savage tide watched, taking pride in the ruin. When the tide's final ripples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings in. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that will appear in the next twelve issues of Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #348 of Dragon kicks off this series with details on six affiliations based in Sasserine that your players may wish to join. And if you're running Savage Tides in the Forgotten Realms or Eberron, make sure to check paizo.com for the latest conversion notes for each adventure. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. Pgs. 14-46
Reavers of Harkenwold pits the heroes against the Iron Circle, a company of cruel mercenaries that has seized control of the small land of Harkenwold. In this adventure, the heroes become daring rebels and lead the folk of Harkenwold against their oppressors.