The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14
The dead are all mad in this place. Jaume made the most unfortunate mistake of seducing Ysabel and taking her virginity — a sacrilege for which the sentence was death. Enraged upon finding this out, Joudain cleaved Jaume’s head in two with an axe and then raised him from the dead to continue his duties. Not long afterward, Joudain decided that, because the twin footmen no longer “matched,” he had no choice but to inflict the same fate on Miqèl — who now looks exactly like his older brother. Join them. This heavily revised and greatly expanded deluxe edition of The Cursed Chateau is an adventure for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games. Death is just the beginning.
Something is rotten in Rhoona... When the grotesque god, Cretia, casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out of the Ducal Palace... Dwarves are outlawed... taxes must be paid in beer... horses must be ridden backwards. Soon the entire town is in an uproar and a Dwarven army is marching on Rhoona. This is the situation when you and your part of valiant adventurers arrive in the suffering town. There you find... A ragged beggar who prowls the streets offering cryptic advice. A mysterious black-garbed cleric planning treachery. A trusted soldier plotting his master's overthrow. A sinister jewel casting its evil emanations over the town. You and your party are Rhoona's only hope. Only YOU can unravel the dark mystery that plagues the town and save Rhoona from...the Curse of Xanathon. TSR 9056
It's all over (and literally so) after midnight. A mission with an unforgiving deadline. The characters must remove the magically-infused remains of a dead wizard and his medallion from a crypt. Pgs. 10-23
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!
"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
A secret ruin has been discovered beneath the king's palace and the adventurers must seek out a missing wizard who went exploring. The royal palace was built on the remains of a keep that was abandoned many years ago. Recent renovations have uncovered a secret passage that leads deep beneath the castle, and the court wizard Dorja went down to investigate... he hasn't been seen since. What no one knows is that the ruins beneath the castle are actually a temple to a dark god. Inside, undead husks roam that once worshipped there before they were sealed in long ago. The high priest of the temple, wishing to elongate his life, made a pact with a dark god and became a vampire. Now he waits on his throne for the day when he'll be freed from his self-imposed prison.
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
Constant attacks have been carried out in the forest region near Holyrock. The small town of Taveiro Village was raided by a group of Goblins that are plundering the agricultural region near the city. There is suspicion that there is a lair of these beings near the village, but so far, no one has been able to find the place. The mayor of the city is hiring adventurers to discover and eliminate this band of Goblins. It offers a big reward, in addition to allowing the booty found with these beings to own the heroes. Are you ready for the challenge? ” Goblins Lair is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the basic BX books or the old D&D books. Have Fun! Published by Voxelhouse
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 Search and Locate Treasure Consortium funded an ill-fated mission into the wastes of Thar. They are unsure if faction infighting or monsters got the best of their expedition team as they followed a map to locate a supposed lost tomb. What dangers and treasures await the party as they go seeking rumors of riches?
Qorgeth’s fanatical undead followers await a messenger from their dark master. They whisper blasphemous prayers at blood drenched altars in total darkness, their profane chants calling Qorgeth’s demonic emissary to the mortal world. The unspeakable evil that now threatens Midgard’s Western Wastes was awoken by the well intentioned mistakes of a man named Petring, a loving father who was seduced by Qorgeth’s lies. It falls to a party of PCs to undo his cataclysmic mistakes and protect Midgard from the coming of a demon prince.
Alphatia, the most ancient empire, land of the arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norworld. Perhaps it will extend to the southern nations. The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor. A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you. TSR 9159
You don't know where - or what - you are. You wake up in a dungeon. But how did you get there, and why? This adventure is for a solo paladin character, on a quest to gain a war horse. The character is suffering from amnesia and believes him/herself to be a normal fighter to begin. The quest begins with the character in the middle of an adventure in a dungeon, but not remembering how they got there. After defeating several undead including an intelligent zombie leader, the paladin gains a magic stone to summon a paladin mount. Pgs. 28-35
Never try to catch a falling star. A bad seed has been planted in the dark soil of Ravenloft, and now it's time to harvest the crops. A comet has fallen from the sky outside of the town of Delmunster, and the people of this sleepy little village are changing in ways their families cannot explain. The players are on the clock to find the comet and stop its influence on the town. For every day the players take to solve the mystery, another townsperson falls under the sway of the comet. A story heavy influenced by a certain horror movie about pod people. Pgs. 48-68
Danger Lurks in the Lendore Isles. Bands of evil creatures prowl the hills overlooking the town of Restenford. Now you have come to this sleepy little village looking for adventure and excitement. You seek to fathom the unexplored reaches of Bone Hill and unlock the mysteries of Restenford. TSR 9045
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.
"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes
A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.
Lowharbor’s residents vanish when they die. A cloud of sour black smoke chokes their corpses and, when it clears, all that remains is a dusting of salt. Something or someone is stealing bodies through magic ritual, and the townsfolk won't stand for it! Send your party into the dank sewers below their feet to root out the necromancer's den of swirling filth! Why should you get this module? Skulking horrors and excitable clerics! Seven brand new monsters, including a low level mythic statblock! New disease rules! A mysterious threat! Six hours of play! Lavish presentation! A fantastic adventure for 5th-level players! Dead Ends is best for 5th-level players. It might be a little tough, but still winnable, for 4th-level, and should be fine for anything up to 8th-level.