A Welcome Scourge is a murder investigation for a party of 8th level characters. It takes place in an outpost town called Newfort, but you can easily adapt the adventure to your own setting. "There have been several high-profile vampire murders in Newfort, but the locals seem to be fine with them - probably because all of the victims have been infamous and despicable. It is up to your heroes to glean clues from around town, track down the vile creature, reveal a foul conspiracy, and beat out competitors hunting for the same bounty."
As the party faces an ancient foe who has never been defeated, their hunt threatens to unleash the buried ghosts of a forgotten feud between two of Waterdeep's powerful merchant houses. The third adventure in the Vampires of Waterdeep Campaign Arc. Pgs 70-93
Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...
"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
Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?
The Pit of The Oracle is a game module designed for use with the rules of Advanced Dungeons & Dragons. It can be used by itself as a self-contained campaign (or as a springboard to a larger campaign), or it can be easily incorporated into an existing campaign. Comment: Level range is my best guess. Adventure includes a lot of unique short-hand
Vampire Church is a Fifth Edition plug-in adventure for four characters with an average party level (APL) of 5, 8, 11, or 14. This document offers details for each level and makes adjustments accordingly. A small church hides a dark secret: all of its priests are vampires. As a plug-in adventure, the adventure content serves as drop-in material for game masters who wish to add a dungeon to a preexisting campaign or need a side quest. If you need a hook for this adventure or already have a similar hook, the Vampire Church Hooks table offers details for introducing this adventure to your players.
Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.
The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.
The Boneyard is a 3- to 4-hour adventure for characters levels 1st to 4th. It features a flavorful setting, memorable roleplaying, oddball and depraved NPCs, interwoven storylines, and macabre combat encounters! The adventure also includes 3 new NPC stat blocks. When darkness falls and the iron gates close behind you, the dead come out to play!
Laveth, Lolth's half drow daughter, is plotting to seize power from her chaotic evil mother.
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978
Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
The High Hunt leaves the streets of Waterdeep and heads beneath the City of the Dead where monstrous criminal overlords compete for the favor of their mysterious master. It will take more than skill with a blade to cut through the web of deceit and treachery that surrounds the Vampire Master of Waterdeep. Do you have what it takes to survive the Dungeon of the Crypt? "Dungeon of the Crypt" is part two of the three-part Vampires of Waterdeep Campaign Arc. Pgs. 62-88
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
The Dwarven clans are in chaos, and a powerful host of goblins stand poised to sweep over the land in a wave of death and terror. Only the Axe of the Dwarvish Lords- one of the most powerful weapons ever created by the dwarven race- holds the key to ultimate victory against the massing humanoids. Can the PCs brave the labyrinth of an abandoned dwarven stronghold to find the Axe? TSR 11347
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.