A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monastery is in terrible danger. Can you brave the elements and convince the monks to escape? An eight-hour adventure for 5th-10th level characters.
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
This setting brings the players to a community with a jungle atmosphere. Based offshore the city of Ru-Marta is a trading depot and religious center. Several independent adventures are also available for those PCs needing just a little more experience points to level up!
For decades, Theatre Infernalis offered shocking and frightful entertainment to customers who entered its gaping demonic facade and saw a frightful portrait of the eternal torments that await all sinners. Now rumours tell of the aging and supposedly-cursed proprietor's deteriorating health and the theatre's impending sale, and the Artist's Quarter has been abuzz with those seeking one final fright with a walk through the crucible-licked walls of the infernal house of the macabre before its final curtain call. But are the theatre's smoke-and-mirrors and cheap scares hiding a truly wicked secret? What is the nature of the curse and illness that afflict the owner? And did foul and profane rites once take place between its walls that outside forces now seek to exploit? What happens when the spookshow's fun and games transform into a terrifying reality, threatening to spill forth an infernal malevolence onto the streets of the Blight?
Sorrowwraiths is an adventure path about hunting monsters, helping allies through hard times, and saving communities in a city that is almost beyond saving. Dive into an industrial dystopia of poverty, pollution and exploitation, where laws and morality apply only to the poor, where technological progress overtakes ethical concerns, and where myriad monsters and curses prey upon the population. The city has lost its last group of protectors and someone new needs to pick up the torch... Allies in the Dark is Part One (of Five) and takes characters from 1st to 6th level. The heroes are introduced to the city and its issues. They get to investigate the disappearance of the Lochtengren's previous defenders, rescue and recruit some of them as allies, and expose the schemes of those who have turned villainous.
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
Will the adventurers be able to thwart the machinations of a mad dragon in the hopes of saving the city of Sharn from certain destruction? Is the slinky elven maiden really in trouble or working for the enemy? Is the body in the morgue really the center of this whole puzzle or merely one piece? This adventure, in the style of a Dashiell Hammett novel, will certainly test their skill and resolve. This is the first full adventure for Eberron with the 4th edition D&D(R) rules. This adventure builds on the sample adventure provided in the Eberron Campaign Guide but is also playable as a stand-alone adventure.
A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456
A Scavenger Hunt? The adventure begins in the city-state of Zoa as the wizard Geolain tasks the player characters with a quest to gather three ingredients they will use to forge a magic coin to defeat an evil wizard. Which will be more dangerous to collect, the mysterious diamond touched by death, the blood of a devil spilled by a coward or a blue dragon's breath? As the player characters race around Reanaaria Bay ti find the rare items, their nemesis Daresh the wizard begins to grow in strength and wrest power from the Skryvalkkers of the Lands of Skaarna. Will the player characters find the ingredients and enchant the coin in time? They just might be Skaarna's only hope. Published by Kenzer & Company
This is not a Pay-what-you-want product, it's a DO-what-you-want product. An Overwhelming Sense of Loss - Or, The Occasion Of a Visit Into The Underworld By Way of The Grand Entrance To The Ancient Dwarven Fortress of Thrumi`Zud: SOMETHING brought down the mighty civilization. The sages say it was desperate invaders from below, escaping something even more horrible. Whatever it was, Thrumi`Zud was quickly overwhelmed and sealed, forgotten except in the stories of the old. The vast riches of the fabled Dwarves must surely be hidden within its depths. Perhaps you will be the one to rediscover them. Perhaps there are secrets better left unearthed. Horror lies within. You have been warned. ZH-01 is an adventure module for a party of five 1st through 3rd level adventurers and their henchmen. It has been exactingly designed to fit within almost any campaign milieu and to make running your players through it easy, providing just enough detail to spark your and your player’s imaginations into a wildfire of creative - collaborative - world-building. As long as you respect the OGL license and the Public Domain rules where they apply and the Creative Commons CC-BY 4.0 license where it doesn't, do what you will with this module. The module is yours to play with, change, alter, remix, resell or whatever. Have fun with it, I can't wait to see what you come up with!
While strolling through the streets of Kak you notice a pair of men laying in the alley. Upon closer inspection you notice that one of the dead men has a unique tattoo. Peering closer you notice that this man, dressed as a pirate, has a tattoo of an island with an “x” on it! Once this tattoo is discovered the PCs will need to locate a ship to head off on a treasure hunt. Finding a ship captain that is familiar with Xodus Isle will not be difficult but trusting the captain…well that’s a different story entirely.
An oblivious villain or a strange Fey for your party to interact with, The Conductor is a snail humiform who can be a hex feature in your West Marches Sandbox Hexcrawls.
The Thieves Guild Ebonclad has assigned to party a mission to find the missing Ebonclad Seeker, Osme Sunshadow, as well as investigate the prospective thief Korina Ren. The mission’s conclusion takes the party on a “traditional” dungeon dive in search of a missing guild member, however, how they get there will depend on the work they do in the city. Finally, the mission gives you, the GM, multiple scenarios to choose from that will affect its outcome.
In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141
Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)
When a galvanice weird goes berserk in an Izzet Laboratory and begins wreaking havoc on its way out, the evening’s events are brought to a halt. Someone needs to head into the lab, look for survivors, and try to find out what went wrong. This is an introductory adventure for use with Guildmasters' Guide to Ravnica and is set in the Blistercoils neighborhood of Precinct Five in the Tenth District. While Off to a Weird Start is designed for a party of three to five characters of 1st or 2nd Level, the Dungeon Master can easily scale the adventure up by adding additional enemies or increasing the hit points and damage output of the listed antagonists. Off to a Weird Start includes: An easy to run introductory adventure for Guildmasters' Guide to Ravnica A new creature: the Lightning Mephit Plot hooks for characters of all ten Guilds, as well as those who are unaligned Seeds for an ongoing campaign and teaser information about the upcoming adventure The Palace of Pain's Pleasures Start YOUR adventures in Ravnica TODAY!
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
Ka-boom! A mad bomber terrorizes the city of Red Fern. Can you unravel the string of clues and bring this criminal to justice? A follow up to Dungeon Magazine #79 The Best Laid Plans Pgs. 12-27 & 86
It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?
Once again, Provost Nigel Faurious has tasked the Clifftop Adventurers’ Guild with retrieving an artifact, this time from Daanvi, the Plane of Perfect Order. The party boards the lightning rail in Karrnath, prepared to dive into a deep river gorge in order to make the transition to Daanvi. Before they can do so, however, agents of the Emerald Claw steal the authorization crystals they need to access the plane. The party must race through the lightning rail to retrieve their authorization crystals from the Emerald Claw agents, then make a thrilling plunge at terminal velocity into Daanvi. There, the characters find their plans hampered by endless red tape, and they must navigate the legal system in the most orderly of ways in order to return home with their prize.