A new megadungeon from Three Castles Award Winner (2018) and Barrowmaze author Dr. Greg Gillespie! HighFell: The Drifting Dungeon is a 246-page classic megadungeon for use with any old school fantasy role-playing games/clone. The pages of HighFell are crammed full with new material, maps, and art, including a colour cover by Ex-TSR artist Erol Otus (that matches Barrowmaze Complete and The Forbidden Caverns of Archaia as sister-books). HighFell: The Drifting Dungeon will keep your players on their toes and your campaign going strong for years. HighFell is brought to you by the Old School Renaissance (so donโt forget your 10โ pole).
This third installment of the Aumvor saga includes: โ 19 encounters โ Stats for Living Zombies (converted from 3.5e) โ and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. ๐๐ ๐ฌ๐ฎ๐ซ๐ ๐ญ๐จ ๐๐ก๐๐๐ค ๐จ๐ฎ๐ญ ๐๐ก๐ ๐๐จ๐ฐ๐๐ซ ๐จ๐ ๐๐จ๐ง๐๐๐ ๐ ๐ฉ๐๐ซ๐ญ ๐ โ๐๐ฎ๐ฆ๐ฏ๐จ๐ซ๐ฌโ ๐๐๐ฅ๐๐จ๐ฆ๐โ ๐๐ง๐ ๐ฉ๐๐ซ๐ญ ๐ โ๐ ๐๐ง๐ ๐จ๐ ๐ญ๐ก๐ ๐๐๐ข๐ฅ๐๐ซ๐ฌโ.
After undead start appearing near the local town of Angstadt, the Burgomaster and Father become worried. What could be causing these foul creatures to rise? After conducting research, the clergy discover that the throne room of a celestial avatar is located only a few days away from the town. Perhaps this holy site could hold a relic capable of turning the undead?
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.
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
Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.
A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smugglerโs Shiv, an island off the coast of the jungle realm of Sargava. If theyโre to have any hope of escaping the notorious piratesโ graveyard, the survivors will need to band together to outwit the isleโs strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smugglerโs Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.
"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harkerโs Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?
An Early-Level Adventure Game Module Suitable For The Osric Rpg System Or Any Other 1e Compatible System. A Shaft Has Been Discovered Below The Old Watchtower Outside Of Town. Worse Yet, A Boy Has Fallen Into It! Your Party Must Race Against Time To Save The Boy And Sift Through The Remains Of The Watchtower On The Hill!
THE FIRST SET OF DUNGEONS ON DEMAND ADVENTURES! The first volume of Dungeons on Demand includes the first four dungeons: Bandit's Nest - Level 1 Adventure Dungeon Insidious Experiments - Level 4 Adventure Dungeon Fierce Tempers - Level 8 Adventure Dungeon Lord of Gloomthrone - Level 12 Adventure Dungeon It also includes the following supplements: New Twists on Old Monsters - Gaming Supplement Imbued with Magic - Gaming Supplement The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!
Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets donโt come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!
Something is killing people in Palebank Village, and if the party does not stop it they could be next.
This module was originally used for the AD&D Tournament at Origins '79. Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, you see a clearing before you. There in an ancient ruin - a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. TSR 9032
Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124
On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273
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 chapelโs clerics they slew, and those interred in the catacombs below, were unnaturally strengthened and preserved by the chapelโs 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 rough ground on the outskirts of the village of Col Fen once served as a graveyard for an evil temple destroyed long ago. A recent disturbance released some of the ancient evil buried here, and now the dead in this graveyard are beginning to walk. Several villagers have already vanished and more will die if the undead are not put to rest. Pgs. 56-63
A wealthy sea-trader hires the PCs to solve a pirate problem and recover stolen supplies. Almost 100 pirates have made base in a treacherous cove. When the PCs arrive, most of the pirates are at sea on a mission. A large host of pirates remain in the base and force PCs to be creative with their approach, as a direct attack would be met with an overwhelming swarm of pirates. Unknown to the player's as they scheme is that the ship will soon return with its massive crew. The treasure cave is guarded by the dead sailors foolish enough to try and steal from the captain, who is the only one who can enter the cave safely. Players must be creative to deal with the pirates in the base and the approaching ship while still securing the plundered supplies in the treasure cave.
When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21
A short adventure meant to be inserted into Storm Kings Thunder set on the small island group known as Red Rocks along the Sword Coast. The adventure faces the players of against a coven of hag sisters who have been threatening the region for some time. Hags of the Red Rocks is a encounter and mini-dungeon meant to be dropped into the D&D Adventures League Season 5 - Storm King's Thunder, but can easily be an evenings play for any group travelling along a treacherous coastline.