"An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it's bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the "Flower That Does Not Bloom." The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus." This adventure is the second in the "Tales from the Blood Plateau" series, but works well as a standalone or an intro to another campaign. Though the party does not actually engage the Death Knight/Blackguard antagonist, he is the primary driving force behind the events of the adventure. Published by MonkeyGod Enterprises and Highmoon Press
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.
The Sea Witch is a short adventure for four 10th-level characters. The difficulty of the adventure can be adjusted by changing the level of main antagonist (Black Molly, the sea hag pirate) or by altering the number of her ogre servants. To tailor the encounter to groups of different levels, refer to table 4-1 in Chapter 4 of the DUNGEON MASTER’S GUIDE. The adventure is set off a lightly populated coastline known as Misty Bay, but adapts easily to any coastal region in existing campaigns. The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge (local) check (DC 15) will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea. Now the villain and her followers have seized control of the Old Lighthouse of Misty Bay located off a lightly populated coastline. For generations the lighthouse beacon has protected the fishermen of this region, warning them of the dangerous rocks that lurk just below the level of the high tides. Recently, the hag has put out the beacon, darkening the lighthouse; misery and destruction are sure to follow as ships start to blunder into the rocks. Blackmail is apparently Black Molly’s aim in this venture: She conveyed a message to the nearest shore community, the fishing village of Poisson, demanding the princely sum of 50,000 gp. Until she receives this ransom, she intends to hold the lighthouse and its beacon hostage. The fate of the human keepers who tend the lighthouse is unknown to the seaside communities at this time, but they fear the worst. The Sea Witch is ostensibly a rescue mission: The PCs are pitted against the evil of Black Molly and the brawn of her savage ogre crew. It is the heroes’ task to retake the lighthouse and, if possible, free its captives from the clutches of their jailer. What neither the PCs nor the shore communities yet realize is that while she 1would be pleased to have the gold, Black Molly is in fact after bigger treasure. Molly has no intention of giving up the lighthouse — at least, not until she finds what her master sent her here for. Lying on the sea floor practically at the base of the rock on which the lighthouse sits is the wreck of the war galley Flying Cloud, which according to popular legend was captained by a cleric who wore around his neck an amulet of the planes. Black Molly wants this prize, but so far she hasn’t been able to find it. She’s scoured the wreck without finding any sign of the magic item. Now she’s trying to determine where to search next, for the item might well be somewhere near the wreck. If she can’t find it, she’ll start torturing her captives to find out if they have any useful knowledge about the amulet.
The village of Darbin has fallen under the control of Kurishan, a mad wizard who recently died and was reincarnated as a shambling mound. He has created a new kind of plant, the brainvine, and is using it to possess the villagers. When contact with the town is lost, the PCs are sent to investigate.
Sinister Forces Terrorize a Town The town of Brindinford is in the midst of its annual street fair. Joy and merriment abound - until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition? "The Speaker in Dreams" is a stand-alone adventure for the DUNGEONS & DRAGONS® game. Player characters are in for a wild ride in this river town. Leave the dungeon behind: the terrors lurking in Brindinford are more challenging by far! In The Speaker in Dreams, the town of Brindinford is besieged by evil forces under the command of Ghaerleth Axom. A street fair is interrupted by an attack, which serves as a distraction for the villain's forces to attack the keep of the local baron. This provides an entry point for the player characters into the main quest to discover the secret alliances trying to take over the town. The Speaker in Dreams is an event-based, rather than site-based, adventure.
A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the story thus far, the PCs have been tasked by Duke Ambrinigan, a local lord, to recover a stolen statue of a golden lion. The lion was stolen in transit by frost giant raiders, and was to be ransomed back to the Duke for 10,000 gp. The PCs were sent to perform the exchange. The giants, however, were attacked by the white dragon Whildenstrank, who stole the statue and retreated to his lair in the middle of a nearby glacier. The PCs encountered the remaining giants, and then set off westward toward the dragon's lair. They traveled across the flat part of the glacier, encountering the frost giant ranger Velg the Dragon Tamer, as well as some burrowing bulettes. The PCs now have entered the Ice Canyons: a maze of twisting passageways surrounding the black spire of rock that the dragon calls home. They have just heard sounds of a battle ahead.
Can the city of Redshore be saved from utter destruction? "The Razing of Redshore" is a D&D adventure that confronts the party with the destructive force of an awakened sperm whale druid and the sinister machinations of a secret cabal of powerful assassins. It is designed to provide such a group with an opportunity to continue their adventuring careers into the realms detailed in the "Epic Level Handbook". This book is not required to make full use of this adventure, though; any pertinent information from the supplement is reproduced here. Pgs. 72-106
A dark shape emerges from the shadow of Castle Ravenloft. A flash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and a contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: "Ireena..." Based on the classic adventure by Tracy and Laura Hickman, the Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition "Ravenloft" module, retaining the Gothic flavor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This adventure is designed for characters of levels 6, bringing them up to level 10, and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. For use with these Dungeons & Dragons core books: Player's Handbook, Dungeon Master's Guide, Monster Manual.
The ancestral swords of a powerful lord have been stolen! In the dark of night, on the eve of battle, a shadowy figure crept into Lord Kunemura's chamber and made off with the most potent symbols of his power and lineage. Worse, Lord Kunemura had declared war on his old enemy, Lord Shotokami. The imminent battle will be decisive, and the future of Lord Kunemura's lands and family hang in the balance.
The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.
Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard’s tomb that lay in the rocky foothills of a prominent mountain range, and sought to plunder it. What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company’s attempts at getting past them and to their goal. Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.
"Deeptown lies in the shadow of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it's the bandits who make the darkest deals - and their ambition comes at a cost far greater than the contents of any wayward caravan. You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price. You've got three days to raise some hell." This was one of the first third party adventures under the OGL for 3rd edition published by Atlas Games under the Penumbra line. The attack on the mansion is not a dungeon crawl, but feels like a commando raid aided by some unique magic items.
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.
Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple fail safes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard’s Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world’s greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
The PCs intervene in an attempted murder and are hired to find out what made a guy go mad. This leads them to search for Yenejg Togan's tower/a strange merchant in the nearby forest, where they discover that bugbears have moved in. After exploring the tower, finding the "merchant", and dealing with the bugbears and the lamia that caused the incident in the first place, they were still unable to get into Yenejg's inner sanctum without a key. The PCs return with the key and figure out how to use it to enter Yenejg's sanctum. They then explore it, dealing mostly with traps, and finally discover the resting place of the treasure Yenejg stole from the town. This adventure begins with a skill-based roof-top chase and can include some complex non-combat interactions with potentially hostile NPCs. It includes some semi-interesting traps as well as some nifty puzzles. No villain to speak of. Fool-hardy adventurers can get themselves killed, but some caution will result in only one extremely hard fight, and even that can be avoided if action is taken quickly. Pgs. 74-107
Ten days ride north of the great city, there is a small town named Treefall. Up until recently, this town was well known for its rich harvests, happy villagers, and prosperous weather. These days, however, the once-proud details from Treefall have turned darker. Instead of tales of unending prosperity, you hear hushed whispers of a great curse that has struck the once-happy village. Word has it that, where once roamed contented cattle, now strange beasts hunt by the moon's cold light and terrorize the hapless region. You have scoffed with the others at these stories. Despite the things you've seen in you adventures with your friends, the thought that such ill might befall such a sleepy town strikes you as terribly unlikely. There is plenty of evil in the world, true, but there are also much bigger and better targets. But, tonight despite the firmness of your disbelief, the stories come to find you. You have been traveling north along the roads on your own business, enjoying the rich fall colors and warm afternoons. Your camp os small and secure, with a roaring fire and meat cooking over the flame. It's one of those crisp autumn days that makes you long for a warm hearth after a long ride in the cool air. Still, the fire is good enough for now and you and your friends have a wonderful meal, talking and singing and laughing, anticipating a restful sleep beneath the blanket of stars. Until the beast attacks.
Through acrid mists and bitter waters they march. They are quiet, making no sound as they leave the marshland. Spears held high, the warriors scan the fog for signs of the attacker. Every step took them further from their old lands. Every step brings them closer to the lands of their 'allies,' who had abandoned them when teh marsh turned black and foul. Every step churns up more of the poisoned water as it seeps between their scales and below the skin. So many had already died on this march, and after the attack, they had so few left... The mists part in the night. The village's light bathes them in a false welcome. The human guards are unsteady, either from poison or drink. The town celebrates the end of the trade season, but not a man raises a toast to the creatures that died for it. So many had died from the first attack of the beast and from the aftermath, but the humans would suffer for such treachery...
Legend tells of a long-dead empire of sphinxes, ruled over for millennia by a great queen named Ankharet. She fell into darkness and her empire was shattered, as her subjects rebelled and cast her down. Unable to kill her, it is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Their empire in ashes, the sphinxes scattered to roam the world in bitter freedom, save a single great androsphinx. On the edge of the mysterious Barren Hills, between the mountains and the Great Desert, there is a gigantic statue of a crowned gynosphinx, ancient beyond reckoning. At its feet, a great androsphinx known as Khubsheth the Prophet has dispensed counsel and prophecy to all who come to him for longer than mortal records can tell. The heroes have come to visit Khubsheth, whether for counsel, prophecy or out of curiosity, but as soon as he lays eyes on them, he attacks! Upon his defeat, he tells them that they are the heroes foretold by the legend of Ankharet. Ankharet ruled over a long-dead empire of sphinxes, but she fell into darkness. Her subjects rebelled and cast her down, but were unable to kill her. It is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Kubsheth the Prophet tells the heroes that they must enter the tomb of the long-dead sphinx queen, kill her, and destroy her cursed crown, an artifact of tremendously evil power. As his blood seeps into the sands, a doorway opens at the base of the statue, leading down into darkness…
The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!