The best of intentions. Pay your taxes or go to jail - and don't even thing about using magic. Pgs. 8-23
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
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.
This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124
Stupid dwarves. You visit their delve, and they announce that they are all off to belt the living daylights out of some troublesome goblins. And can you go along? No chance, it's some sort of 'crusade' and they don't want outsiders along. So, all they are prepared to offer you is the honour of defending all the old dwarves and the kiddies and the others who haven't gone off on the goblin-bash. So, it looks like you'll just have to sit around and drink all the beer and be bored until they - Wait - what's this? A raid on a neighbouring delve; that's a stroke of luck. Now you can chase the raiders, beat them up, and then the dwarves will be grateful and you can drink some more of their beer. What could be simpler?
Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?
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
Experience this totally wicked two-hour adventure for 3-6 characters levels 5-10 from the fantabulous minds of Anthony Joyce and Oliver Clegg! Whoa! You’ve just killed Strahd but his body remains?! How can this be?! Lead your party on a retro journey through Castle Ravenloft to collect five pieces of a powerful artifact known as the Pentaforce to summon a powerful entity that can put an end to Strahd’s reign once and for all! Experience the rad music of the 1980’s as it guides you from room to room, confronting horrors like the Brunch Club, Ghost Hunters, thrilling zombies, Ricky Roll, the Loonies, Prom (Barovian Winter Fantasy ‘86), a flash-dance off with hags, aerobics with undead, Jeremy Krawfjord, Kris Purkens, and much more! This 1980’s inspired PDF is professionally designed and illustrated by Gordon McAlpin (Creator of Death by Goblins!). Inside you’ll find hyperlinks to each creature and their stat blocks on D&D Beyond accessible for free! This PDF also includes hyperlinks to a curated “Weekend at Strahd’s” playlist on Spotify so you can wow your players and relive the epic music of the 1980’s as you put an end to the reign of Strahd von Zarovich! This adventure does not require players to have played Curse of Strahd, nor does it spoil anything in Curse of Strahd. This adventure is designed to play casually as a one shot in a tubular party atmosphere, it’s soooo bodacious. P.S. One player plays as Strahd’s corpse...yes, you read that correctly...one lucky player gets to play the entire time as the corpse of Strahd! Oh, and the player that dies the most wins a crayon drawing of Frankenstein Ronald Reagan. Enjoy!
A dark and grievous peril has befallen the peaceful free-village of Peppermint as the forces of undeath raised by Senerith Wildblossom, ravage the land. An eon ago he was a proud elven healer of great renown in Duskwood Dell, that has been reduced to a mere husk of his former self, becoming a manifestation of pure evil, intent on wreaking havoc and mayhem to all the living – a Zombie Lord. The players are called to assist Peppermint village and investigate the nearby woodcutting hamlet of Snakewood. The hamlet has been destroyed by the despicable zombie lord, and his forces are now underway to attacking Peppermint too! The players will have to travel to Snakewood hamlet as well as what used to be Duskwood Dell, and then make a mad rush against time while also carrying an injured Halfling, to warn and defend the unsuspecting villagers.
There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64
Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.
"The Anomalous Subsurface Environment is more than just robots and lasers – it's clowns and dinosaurs, too! Levels 2 and 3 of the critically ignored gonzo megadungeon are finally available – with more classes, more tables, and more cruel and unusual ways to die deep beneath the surface of the post-apocalyptic Earth!" "ASE2-3 – Anomalous Subsurface Environment" expands upon the ASE1 module, exploring the second and third levels of a vast underground complex in a unique post-apocalyptic setting blending fantasy, science fiction, and bizarre elements. Extensive list of bizarre and unique items and monsters. Written for Labyrinth Lord
A nearly-penniless merchant wants heroes to secure and return priceless heirlooms. But can they do it with goblins all around, raiding and pillaging? Can the heroes reach a peaceful settlement with the raiders, or will they wreak mayhem and slaughter? Find out in Eastbarrow! This package (adventure, maps, and handouts within) forms a complete module for use with DUNGEONS & DRAGONS® 5TH EDITION RULES. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation. Also includes full-sized maps for the VTT of your choice! Old School Look and Feel!
This morning, the forces of Law and Chaos clashed at Castle Yennagor. The battle raged all day, but as darkness fell, a cataclysmic explosion destroyed most of the castle and leveled both armies. Now, as night claims the vale, flickers of life return. Survivors make camp, flee the field, or continue the fight. Scavengers creep over the dead. And one question remains unanswered: what happened inside the castle? This is a dark sandbox adventure. Players take the role of battlefield survivors. They can choose which side they are on (or neither), and they can choose their goal, such as to escape the field with their lives, to plunder the dead, or to reach the castle and finish the mission. ADVENTURE TYPE: Mid Level / Combat / Diplomancy / Battlefield / War / Dark Fantasy / Factions DESIGN NOTES This adventure is intended for mid-level characters around Level 6-7 Players navigate a battlefield full of competing factions and gruesome situations 30 unique encounter locations 70+ original magic items 30+ original monsters One map and multiple illustrations Estimated play time: 1-4 sessions (4-16 hours)
'The Sunken Village of Little Corth' is a 2nd level Dungeons and Dragons adventure centred on a time-paradox puzzle. The PCs travel across a necrotic marsh (the Grey Creeping) to a sunken village where, upon being transported back 2000 years into the past, they must prevent a necromancer freeing Orcus (demon prince of Undeath) from the imprisoning veils of the spirit plane. If only it was as simple as that, for the PCs must also contend with deactivating a giant mechanical orrery, and be sharp enough to realise that the useful items that helped them survive the Grey Creeoing must be found and placed for their 'future-past' selves.
In Old Korvosa, nightmare-spawned horrors begin stalking the district's shiver addicts, sparking a manhunt to bring those responsible to justice. What role does the strange cult known as the Brotherhood of the Spider play in the mysterious deaths, and why is the veil between the dreaming and waking worlds so thin? To solve these mysteries and others, the heroes must walk the unseen paths of Bridgefront's occult underworld, and even enter the Dimension of Dreams itself to unravel the web of intrigue concealing the cult's deadly machinations. But what will happen when the heroes' own dreams turn against them, and what becomes of those who uncover esoteric secrets too terrible to know? Beset by dangers from their own minds, the heroes must race against time to save Korvosa—and their sanity.
FOR PUBLIC POSTING: Last week, several laborers who were working to clean up the damage to our sewer caused by the recent earthquake had been found brutally murdered. Until further notice, citizens should stay clear of any sewer gratings, openings, or tunnels for their own safety. Do not allow children to play unattended in areas where such openings are known to exist. The governor is assembling a group of interested persons to investigate these murders. Each member of the investigation team will receive 500gp up front, with an additional 2000 GP to follow upon a thorough and satisfactory completion of the investigation, provided evidence that the matter has been dealt with is presented to the governor. If you desire to join this investigation, please apply at City Hall.
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.
A tribe of goblins are raiding travelers on the Long Road, and our heroes decide to help. After a dangerous overland journey, they enter a mysterious abandoned temple where they encounter terrifying monsters, deadly traps, dark magic and a shocking secret. Will they survive the Temple of the Nightbringers? This adventure contains 14 encounters and includes a mixture of combat, roleplaying, puzzles and traps.