For the past several days, dozens of strong earthquakes have rocked the coastal area surrounding the underground Temple of Poseidon. Since the first quake, there have been a growing number of reports of strange events and macabre occurrences throughout the area. Several families near the temple have abandoned their farms and refused to return. They claim to have been terrorized by inhuman specters who prowled about their farms late at night. One of the farmers says he found a farm animal crucified and eviscerated in a ritualistic fashion on his front porch. Following the first tremors, all communications with the Temple of Poseidon, seemingly the center of the troubled area, were cut off. Messengers dispatched to the temple to request guidance from the Holy Oracle located there have not returned. Now the darkness has spread to this town. Unnatural births have occurred. Strange cries can be heard in the night, and there is a cowl around the moon. Magical divining has proven useless in naming the dark forces that invade. Many of the townspeople have already abandoned their homes and those who remain have but one recourse left: They have sent out a cry for hardened adventurers, experienced in dispatching evil. They must travel to the temple to discover the fate of the men there, and, if possible, elicit their help in destroying the growing heinous power. Pgs. 31-46
After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.
Red for love, white for purity, black for death. He was thoughtful, obedient, and trustworthy - the epitome of a traitor. All he needed were some heroes. A powerful undead knight, Agrovale, wants to be released from a necromancer named Talakara. He sets in motion an elaborate plan to get the players involved in overthrowing Talakara in her bid to become a goddess. He frames the necromancer for a kidnapping and murder and leaves a trail of clues to lead the players to her stronghold. The party travels through an extensive stronghold filled with many different monsters, finishing with a fight with the demigod Talakara and subsequently the freedom-seeking Agrovale. Pgs. 38-63
What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor decisions TPK is a very real possibility!
Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37
In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629
A little village with a turtle-shelled problem. An unusual visitor who likes villagers - medium rare. The Kappa ofPachee Bridge is an AD&D® game Oriental Adventures module. Whether a group of religious pilgrims or a samurai with, bushi attendants, any strangers passing through Pachee are stopped by the frantic rice farmers, pleading for aid. This encounter is designed to fit into any Oriental campaign and draws upon Japanese folk legends about the nature of lake kappa, considered here to be a subspecies of common kappa (Oriental Adventures, page 124). The village of Pachee is a remote and usually quiet spot where travelers rarely pause, a collection of 35 rice farmers and their extended families, with fishermen, hunters, and herdsmen, a smith, two carpenters, and a potter. It is named for Pachee-ko, a deep, stream-fed lake west of the village. The waters of Pachee-ko irrigate all the rice paddies and yield the fish that feed the townspeople. Pgs. 28-32
Who is the dying woman? Where is the lake that can save her? Even ladies in distress aren't all that they seem. Ideally, there should be at least a cleric, a magic-user, and a ranger in the party. Pgs. 11-18
What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7
If love overcomes evil, remember to get rid of the imp! It took only the love of one good woman - and the hatred of one evil familiar. After leading a life a villainy, the wizard Elzid Natholin gradually left his wicked ways, transformed by the true love of a young maiden. His imp familiar was not pleased with this benign transformation and tricked his master into detonating himself and his tower. The players will investigate the tower to determine the nature of the explosion. The imp still guards the treasure in the dungeon, and is waiting for a legion of infernal soldiers to come claim the treasure for their devil lords. Pgs. 20-28
The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.
This adventure is part of TSR 9386 FRM1 - The Jungles of Chult Introduction: Lord Onovan of the Dales stumbled through the underbrush, his clothes in tatters, his body aching from a tenday in the jungle. The food was gone; the water, too. The last of the bearers had fled hours ago, leaving him nothing but the tunic on his hack and the sword in his hand. Through the lush curtain of vines and broad-leafed plants surrounding Onovan came the ominous sound of Batiri war drums. He glanced up at the thick canopy high overhead. The sun was going down. The goblins would be after him soon. The howling packs would trail him like bloodhounds through the jungle until the sun drove them into hiding again. Panic closed around his heart like a stone giants fist, crushing his dreams of escape. The goblins had killed Kadir Silveraxe and Ryn the Bold as if they'd been stripling warriors, not experienced sellswords. And if stout warriors like them were no match for the Batiri, what hope did a gentleman explorer like Onovan have? That grim thought flew from the explorers mind as he pushed through a tangle of saw-leafed vines. The creature lurking there in wait for him was huge, at least as tall as a two-story building. Splashes of browns and greens covered the beasts scaly hide, perfectly masking its bulk against the jungle. A dinosaur! Onovan noted in fearnumbed awe, just before the allosaurus snapped him in two with its powerful jaws and row after row of daggerlike teeth.
The Lost Tombs, Volume 3 The Doomgrinder, a mysterious stone windmill many leagues east of the City of Greyhawk, has for centuries been a source of rumors, frustration and fear. The rumors say that vast treasures are stored inside-all cursed. The frustration belongs to hundreds of adventurers who over the years have attempted to enter the windmill and failed. The fear is felt by those who believe the world will end when the stone sails of the Doomgrinder turn again. In the City of Greyhawk, powerful spellcasters read bad omens for the future, and the Doomgrinder is part of them. Some see no future at all, good or bad. TSR 9581
The local nobles of the region have sent word to your group requesting a meeting. Later that day you find the Black Raven roadside tavern and are met at the door. After being escorted to a back room which has seen its share of shady dealings you are propositioned with an offer to investigate and depose a set of local nobles who are brothers. Rumor has it that the Ironrod brothers, who have been overtaxing the citizens, have now employed humanoids as guards. This is forbidden and if true, the brothers need to be brought to justice immediately!
The best of intentions. Pay your taxes or go to jail - and don't even thing about using magic. Pgs. 8-23
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
A simple trip from Urik to Raam: What could be easier? But unexpected encounters and freakish sandstorms conspire to make this journey more dangerous than imagined. Lost and dying of thirst, your characters unwittingly involve themselves in a strange mission-the motivation behind which lies hidden. On the adventurers' trail are enraged dragons, desert fiends, and a curse that threatens to drive them mad-or make them one of the walking dead. Their only hope is to enter the ancient ruins of Yaramuke, site of a great battle between sorcerer-kings of ages past. Yaramuke?City of Black Waters. The very name curdles blood. Designed for four to six characters of 3rd to 6th level, Black Flames is set in and around the remains of Yaramuke and the cities of Urik and Raam. Let your Dark Sun game characters experience new adventure among the ancient ruins of Yaramuke! TSR 2417