For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.
The white dragon Hinterbite has kept the barony of Icenvale ruler-less and poor for centuries. But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. Can the PCs take on the dragon and his minions and restore power to the barony's rightful ruling line? Download this new adventure by Owen K.C. Stephens and let your PCs face the dangers of the dragon lair! Fait Accompli is suitable for 12th-level characters. At its most basic level of use, Fate Accompli is a straightforward quest to clear a dungeon and slay some dragons in an arctic climate. However, it also includes political elements that you may either may play down or use to expand the scenario into a mini-campaign, as you wish. Fait Accompli is a short adventure for four 12th-level characters. It is set in the wilderness north of a minor border barony that has at best an arms-length relationship with any larger nation. Though the adventure requires all these elements to work, it can be set on the outer edge of any kingdom near an arctic region. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.
Troubles simply mushroom in the Underdark. The alchemist would like some fungus and spores, but no one wants to get them. Perhaps you could help. The adventure begins with the party finding a caravan. In addition to being able to trade with these NPCs, the party also can be hired by an alchemist to bring bag some red fungus and some Myconid spores from underground. Underground, the party will have a chance to interact with friendly Myconids and venture through a large labyrinth of passages (this labyrinth isn't mapped and is dealt with through storytelling, random encounters, and roleplay). The adventure culminates in a battle between the Myconids and Flinds, and the players can participate. Pgs. 4-12
Beneath the fetid roots of a noisome swamp linger the pathetic remnants of a once proud and noble tribe. Laid low by a powerful narcotic administered by their ambitious (but wildly paranoid) mistress, the lizardfolk of the Dark Oak are but a shadow of their former greatness. Now, in the fetid caverns below the slumbering body of a diseased treant she plots to bring bloody slaughter to the folk of the nearby villages before her followers forget their proud heritage and sink into a lethargy from which there is no escape.
Into the Drachensgrab Mountains! Hot on the trail of the marauding slavers, you and your fellow adventurers plunge deep into hostile hills. Spurred on by your past success, you now seek the heart of the slaver conspiracy. But hurry! Your must move quickly before the slavers recover from your previous forays and attack! This module was originally used for the official Advanced Dungeons & Dragons Tournament at Gen Con XIII and is the third of four in a series of related tournament modules. This module contains a challenging scenario, the tournament scoring system, plus nine pre-rolled, playtested tournament characters. Also included are large scale referee's maps, notes, and background information. A3 is a complete adventure in itself, but it is also a companion to A1 (Slave Pits of the Undercity), A2 (Secret of the Slavers' Stockade), and A4 (In the Dungeons of the Slave Lords). TSR 9041
This adventure begins with a message delivery to the post commander in Penchant. Sadly for your PC Lt. Kateryn Hawtrey is gone and the PC will need to wait until her return. While wandering through town yelling is heard and someone is in trouble. Investigation reveals that a small child has fallen into one of the town’s wells and needs help getting out. While forming a rescue plan the child, CeCe, screams and disappears from sight. Is your player brave enough to venture into the darkness alone? As with all adventures in the Penchant series it can be difficult and not for the faint of heart!
"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.
𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.
Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)
Something lurks in the shadows inside the caverns under the hill called Brin Brenin. Ancient enemies of mankind have returned for revenge, starting with the tomb of a long-forgotten hero. Somewhere inside are answers to forgotten questions, deadly monsters, and hidden treasures.
Princess Arelina rushed from the tent as total disorder breaks out across the camp. She descends on your party as you struggle to secure you weapons…. Wonderfully descriptive, isn’t’ it. Well, now you can see for yourself with the 3-D DRAGON™ tiles. Use the DRAGON™ Tiles to bring your DUNGEONS & DRAGONS™ an ADVANCE DUNGEONS & DRAGONS™ adventures to life. This package includes 3-D figures, featuring tents, trees, carts, a waterfall, and characters. A sheet of 2-sided tiles including trails, streams, creatures, and other wilderness features. A wilderness mapping grid is included to help you lay out wilderness encounters quickly. The 3-D DRAGON™ Tiles also comes with a special D&D® adventure, “The Revenge of Rusack.” TSR 9145
In this Adventure, the heroes explore the lair of an adult green dragon who has become a dracolich. She is served by living and undead minions and slaves. Pages 302-307
Chasing pirates can be a dicey business especially with an ocean storm bearing down upon you. As you give chase to Captain Longstockings and her crippled ship, she wanders into a cove...TRAPPED! This criminal cleanup is almost complete...
When one of the Lords of Waterdeep asks you to root out a threat to the city, you respond to the call. Prepare for a foray into Undermountain. Part One of the Vampire Hunt trilogy.
The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops
An unknown force is inciting the people and creatures of the idyllic Greenwood to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
When a priceless relic goes missing from the archives of an ancient monastery, only one party of stalwart adventurers has the determination and strength of character to go forth and recover it from a dangerous underground fortress. That party is yours.
A sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik’s Pass, or will they too fall victim to the perils of The Burning Plague? The Burning Plague is a DUNGEONS & DRAGONS adventure designed for a party of four to six characters of 1st level. Dungeon Masters (DMs) should feel free to adjust the adventure as necessary to accommodate groups not falling within this range. However, given the fairly low power level of the inhabitants of the mines at Duvik’s Pass, it should be noted that parties consisting of 20 or more total levels are unlikely to find satisfactory challenge within The Burning Plague.