"A mutual friend has praised your skills highly. If you seek rich reward and the opportunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn." A mysterious note, a disappearing 5-foot-long religious relic, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all this? "The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with FORGOTTEN REALMS campaign setting. TSR 9221
You are cordially invited to a masquerade celebrating the engagement of Lady Laina Vandevic to Lord Iajo Moubotka. Lord Gustav Vandevic welcomes you to his manor for an evening's entertainment. The servants are delighted to make your acquaintance - but watch out for the other guests! Intrigues within intrigues are afoot in Vandevicsny Manor. When a celebration becomes a night of terror, only the most cunning heroes will survive! TSR 2509
In this adventure for four to six 2nd level characters, you will search the Witchwoods for missing people, overthrow a tyrant, and bring peace and justice to a small frontier town by the name of Bromwich. The Biraven Chronicles are a series of three adventures linked together by an overarching plot. The campaign will take characters from 2nd level all the way to 10th level. FELL DEEDS IN FELFAIR GROVE revolves around the northern region of Biraven, a place called the Felfair Grove and will see the characters advance to 4th level. FELL DEEDS IN FELFAIR GROVE is a fully illustrated 54 PAGES adventure complete with maps, NPC portraits, and more. In it, you will find new monsters and new magic items. Furthermore, every creature encountered in this adventure is included in the appendix so you do not have to look elsewhere for monster stat blocs! FELL DEEDS IN FELFAIR GROVE is made for 5e. It is in its own self-contained setting, but can quickly be adapted to any setting.
Gifts for Him is a short, challenging, open-ended, gothic-horror, 5E-compatible Christmas adventure for tier 1 characters to be run in about three sessions, but it can be easily adapted as a one-shot. It contains over 25 pages with original artwork, three original battle maps, three unique monsters, stat blocks for five NPCs, three magic items, and a partridge in a pear tree. ----- The village of Bargrave has a secret. Every year, on Christmas Eve, the villagers cower in their homes while a savage beast prowls the streets, wreaking bloody doom on whomever has not left it a suitable gift on their doorstep. But Elias Buhl has had enough. This year, the old farmer won’t be buying the beast a gift, hoping instead to bait it into attacking him at his homestead, where he will trap and kill it once and for all. But he can’t do it alone. Buhl has hired a band of adventures to help him fortify his home, set traps, and slay the creature. They have three days to prepare, gather allies and equipment, and plan their defense. Or… They can dig a little deeper and uncover what Bargrave has been hiding all these years. Will they slay the beast, as agreed? Might they capture it to use it for their own ends? Can it be redeemed? Or will they die — their blood melting the snow — just the latest victims of the creature’s reign of terror? --- Gifts for Him is a complete, playtested, illustrated adventure that is currently pay what you want.
"A legend has circulated through the Barony of Loup-Montagne for hundreds of years concerning the order of inheritance for the title of baron. The legend holds that if the title is passed to someone who is not the eldest heir, the spirits of the forest will lash out against the people of the barony." Players will find themselves investigating a mystery in the small, superstitious town of Roulune. "As is normal in a gothic horror tale, the true situation in Roulune is different from what it seems. Figuring out the real story and the real connections between people will be key to the player characters’ success in this adventure." "This adventure is meant for characters of levels 4 to 6. The default setting is the Barony of Loup-Montagne, but any remote, heavily wooded principality with highly superstitious residents will do."
A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?
Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR
In a small town the adventurers were hired to retrieve some worg puppies out of a goblin village. The dog breeder will pay well for the puppies. But will the goblins give up their animals? Let’s find out together. I wish you a lot of fun with the cute little puppies
The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?
Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143
Digging in the Dark People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? Pgs. 12-29
A simple hunt for a werewolf, or so we thought. Find its lair and slay the beast. No use for wolfsbane or other superstitions. Silver and magic would win the day. A worthy challenge, but nothing horrific, surely. Yet we never expected what we found in the Graenseskov, and our hubris cost us dearly... 𝐓𝐡𝐞 𝐁𝐞𝐚𝐬𝐭 𝐨𝐟 𝐆𝐫𝐚𝐞𝐧𝐬𝐞𝐬𝐤𝐨𝐯 is an 80-page bookmarked Ravenloft® adventure for characters of 1st-4th levels focused on mystery and exploration. It can be used in conjunction with 𝐂𝐮𝐫𝐬𝐞 𝐨𝐟 𝐒𝐭𝐫𝐚𝐡𝐝, either as an introduction to Barovia or adapted as a side quest, as part of the original expanded Ravenloft setting, or it can be used as a stand-alone horror adventure-setting. 𝐓𝐡𝐞 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐡𝐨𝐥𝐝𝐬 𝐚𝐩𝐩𝐫𝐨𝐱𝐢𝐦𝐚𝐭𝐞𝐥𝐲 𝟏𝟔 𝐭𝐨 𝟐𝟒 𝐡𝐨𝐮𝐫𝐬 𝐨𝐟 𝐠𝐚𝐦𝐢𝐧𝐠 𝐰𝐢𝐭𝐡𝐢𝐧 𝐢𝐭𝐬 𝐩𝐚𝐠𝐞𝐬, and potentially much more for groups embracing an investigative style of play. In the mists at the edge of Count Strahd von Zarovich’s realm lies the Graenseskov, a land of deep woods and bleak hills overrun with wolves. A Beast haunts these misty lands, leaving bloody corpses and terror in its wake, the product of a hag’s curse placed upon the boyar’s manor. But the Beast is no arbitrary killer. The PCs find themselves drawn into the mystery of uncovering the Beast’s identity and breaking the hag’s curse before the Beast’s final victim gurgles their last breath and the Beast is beyond any hope of redemption. Requires the 𝐃𝐮𝐧𝐠𝐞𝐨𝐧 𝐌𝐚𝐬𝐭𝐞𝐫'𝐬 𝐆𝐮𝐢𝐝𝐞 and the 𝐌𝐨𝐧𝐬𝐭𝐞𝐫 𝐌𝐚𝐧𝐮𝐚𝐥. This is a 63 Mb ZIP file containing a watermarked PDF of the updated adventure, a PDF with handouts, a PDF DM's cheat sheet, and PNG files of the Graenseskov region map for the DM and players. 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐬: • The DM (or the Tarokka) determines the guilty suspect and their motives, offering a different experience for each group’s play-through. • A vivid cast of characters with a NPC index. • Escalating random encounters, special events, and techniques for DMing a mystery. • New monsters: black annis hag & loup du noir. • All units given in SI & metric. • Handouts and maps for DMs and players. • DM's cheat sheet with quick prep notes, clue checklist, handy Tarokka tables, tips on running the Beast, and a decision point flowchart. 𝐓𝐡𝐞 𝐓𝐨𝐦𝐞 𝐒𝐡𝐨𝐰 May 16, 2016 DM's Guild Pick of the Episode! Thanks James! http://www.thetomeshow.com/e/round-table-119-giants-and-the-talented-bestiary/ 𝐂𝐇𝐀𝐍𝐆𝐄 𝐋𝐎𝐆 𝐉𝐮𝐥𝐲 𝟐, 𝟐𝟎𝟏𝟔 𝐔𝐩𝐝𝐚𝐭𝐞: The big update! Fixed several editing and grammar errors, including an error in Appendix D, and the repeated paragraph on page 12 (page 13 in new document). Added a new special event - Hanging the Vistani - to Chapter 1 which ties together several dangling plot threads. Clarified "Adjusting the Adventure" & added Werewolves in the Mist to the "Adventure Hooks" in the Introduction. Added two pieces of thematic filler art. 𝐀𝐩𝐫𝐢𝐥 𝟏𝟖, 𝟐𝟎𝟏𝟔 𝐔𝐩𝐝𝐚𝐭𝐞: Added a DM's cheat sheet PDF to the zip file.
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monastery is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters.
You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
Five centuries is not long enough for a giant king to forgive a defeat - or forget a curse. When falls the axe of Mok-Turoknin. This is a moody arctic wilderness/dungeon adventure in which the player characters must undo an ancient frost giant curse that plagues a barbarian village and its tribal chieftains. The PCs will travel across a frigid tundra en route to the deserted mountain keep of the frost giants where they must put an end to the curse before the restless ghost of the frost giant king rises again to claim another victim. Pgs. 53-72
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.
What angers the spirits? You don't have long to find out. An angry spirit can even steal the rain. The characters must appease a spirit that has brought drought to the area. Before they can summon him, however, they'll need to collect magical water from three shrines. Pgs. 35-43
Searching for a Shorebird A gnome contacts the characters in the Lucky Liar tavern of Lonelywood, and informs them of a legendary bird that has been sighted in the forest. A Tier 1, two hour adventure for Dungeoncraft (Plague of Ancients) using the Snipe Hunt Hook. Optimized for APL: 3
Complete dungeon which can be used as a standalone game or used in a campaign.