In response to a new but as-of-yet-unnamed threat, the factions have called upon adventurers to venture into the jungle in search of a location for a new base of operations. As such, you have been charged with scouting several locations to assess their viability. Surely something so trivial as a scouting mission couldn’t go wrong?
Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.
Giants and ghost trees and foul undead beasties... What happens when elves, giants, and a mysterious witch all decide only you can settle their troubles. Strange new tree species! A hobgoblin fort! Unexplained noises during the day and different noises at night! Investigate and explore the Bretonwood to get to the bottom of its problems. The adventure provides an overland open-world style map of the Bretonwood which the players are encouraged to explore. Many set and random encounters are provided. There are opportunities for combat in this area, but players should be ready to handle some problems out of combat to get the most satisfying experience. Pgs. 22-43
On the night of the rare Witch Moon, a binding spell placed over the mighty devil Tchernabog finally breaks. Will the characters be able to survive the night of boiling hellfire, furious undead, and diabolical mayhem Tchernabog orchestrates from atop Devil's Peak? Night on Devil's Peak is an apocalyptic, events-based survival adventure for 6th-level characters. It takes about 5-6 hours to complete and includes: -The awakening of a CR 24 devil, mighty Tchernabog! -A powerful holy relic the characters can wield in battle -Two diabolical new monsters: Tchernabog and giant flaming skeletons -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.
Five distractions within the castle walls - The party's help is needed by several of the denizens of the local castle. Role-play and skill challenges, a new magic item, and a new monster. Published by Limitless Adventures.
Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.
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
Few are the wizards that seek to prolong their lives with dark rituals and foul magic to become the powerful undead beings called liches. But far fewer are those that seek to undo what necromancy what done and take back their lives after initiation to lichdom. Balipur is one of those few. Turned to a vassalich by the darklord Azalin against his will for impersonating him, Balipur, after Azalin's departure at the destruction of Il Aluk, seeks to imitate his former master's Grim Harvest project, inverted, in a smaller scale to forge a soul from the lives of other men.
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
The astronomer monks of Farsky failed for decades to tell the future by the stars. Desperate, they found a promising seer, and passed off her predictions as their own… until deadly illness struck. Unable to give up their lucrative scam, they trapped her spirit, which became a thing of evil: a banshee, whose howls foretold their doom. The party have heard rumors of a ruin, where once sages could answer any question… Notes by @Demian: Winner of One Page Dungeon Contest (OPDC) 2015. The adventure consists of a single small dungeon with 13 rooms and an exploration/time-based random Silence spell mechanic. It is themed around music and sound. Designed as a one-shot to be played in one 4–7 hour session.
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
No-one knows why, but many of the villagers of Greenmist have been going insane. Not only that, but something has caused the surrounding environment to transform into fetid swamps. Heroes from far and wide have gone into the swamps to destroy the source of the madness, but none have returned. The truth is that the psychic whispers of an aboleth have invaded the minds of Greenmist's people. The creature called Seedooloo has been using forbidden magic, mad science, and the strange ability of his kuo-toan worshipers to grant himself the power to drive the surface world to insanity. The Call of Seedooloo includes monsters found in Mordenkainen's Tome of Foes.
The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
When huge stones fall out of the night sky, A deadly curse settles over Gravencross. Help the village exorcise the Demon Stones. “The sun had set an hour ago, and the rain lashed down and the wind howled on the dark moor. A storm this late in the season was unusual, but this one seemed different. The clouds were more menacing, tinged with anger, the rain colder and more biting than usual. Skerrill had to find the lost calf and get him back to the farm before his father came back from the city on business. He’d been looking for two hours now, and he was right in the middle of the moor when the storm hit. He knew he should have turned back as soon as darkness fell, but then he was never the brightest boy in the valley. If only he had remembered to lock the farm gate. The calf was now likely dead anyway having stumbled among the boulders and rocks, panicking in the dark, and then fallen in a floodwater stream and drowned. Either way, he was in more trouble than he could imagine. Suddenly, a bright flash of white light and a roaring peal of thunder were preceded by an explosion as a huge object fell from the sky and impacted the ground of the moor no more than a stone’s throw from him. Dirt, mud, water, and debris erupted from the impact site, flying high into the air and then covering the moor for hundreds of feet all around. Skerrill was knocked to the ground instantly and covered in the fallout from the blast. His ears rang and his head spun, but he staggered to his feet in a daze. He stumbled to where the blast had happened only moments before, and in a depression in the ground lay a huge stone glowing orange as if hot. Skerrill passed out. Two more thunderous explosions crashed in the distance.”
No treasures here just lying around to be taken. This tomb's riches fight back! Never mind the guardians. Watch the loot! A new tomb has recently opened for business in your area! The wealth of a wizard's lifetime can be yours! Defeat his traps! Slay his guardians! Zathis the Insightful took a century to collect these marvelous treasures. Now they can be yours in a matter of hours! Pgs. 10-25
Darkness looms near Winterhaven! Kobold brigands have grown ever bolder in their attacks, marauding the once peaceful town, and a known explorer has been missing ever since their departure to the excavation site of a dragon burial site. When the party investigates, they will discover that the kobold's leader, Irontooth, bears a tattoo of a ram-headed demon. This is a troubling portent, for the townsfolk will report that this can only mean the dread god Orcus, master of death, has an active cult in that ruined keep! It is up to the party to enter the Keep on the Shadowfell and put a stop to the cult's fell machinations before it threatens all the realm. There they will fight the evil priest Kalarel, Scion of Orcus and seal off the vile portal to the dark realms he is master of. Should the heroes seize victory, glory and treasure are sure to be theirs. But first they must endure the challenges of that dreaded KEEP ON THE SHADOWFELL!
Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. Remake of the original 4th Edition adventure.
Let nothing end the Feast by the River. Let the celebration of our enemy’s vanquishing ring out night and day for eternity. Let the bones of our enemies and our prey mingle below our feet. This is your time, our time, the best time. —Queen Gellao on the eve of her victory over the followers of Dur; decreed at the River’s Bend feast hall