Days ago, a portal to the Elemental Chaos appeared near the PCs’ home city. Since then, it has grown into an enormous sinkhole that periodically belches fire and brimstone. The rip in reality threatens to overwhelm settlements and a nearby river unless someone ventures through and closes it from the other side. Pgs. 102-107
An older man named Mars Barz approaches you and your associate as you wander the small town of Senja. He is a local alchemist and purveyor of elixirs and has a delivery mission he needs fulfilled. You’ve got time to kill…why not!
The necromancer Tal Lorvas has unearthed an underground tomb that dates back to the height of the ancient tiefling empire. Lorvas has been terrorizing the surrounding lands with his vile experiments, and now he hopes to find a ring, hidden in the tomb, that is tied to a ritual he wants to perform by the rise of the next full moon. The PCs must enter the tomb of Empress Nemeia, deal with the servants of the necromancer, and confront Tal Lorvas before he can claim the ancient relic and move one step closer to ultimate power over the undead. Pgs. 36-41
A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
No treasures here just lying around to be taken. This tomb's riches fight back! A new tomb has recently opened for business in your area! The wealth of a wizard's lifetime can be yours! Defeat his traps! Slay his guardians! Zathis the Insightful took a century to collect these marvelous treasures. Now they can be yours in a matter of hours!
The Temple of Xhodes is half wilderness adventure, half dungeon crawl for 4-6 characters of 2nd level. People have been disappearing from Eastbrook and surrounding lands. Can the adventurers figure out why – and who’s behind it? Can they stop the cultists before they take over?
A free adventure for the Pathfinder RPG, focusing upon a city ravaged by a natural disaster and besieged on all sides. Party levels 4-5 will face off against a half-dragon, half-demon overlord known as Ymial, a demonic seductress, goblin warbands, and drow slavers beneath the ground all while trying to discover the secrets of the city of Fairhaven. Works well for players who are looking to visit a large town and face off in a high-stakes conflict even at low levels. Includes lots of details on the town, from rumors to residents.
Ages ago, a religious order known as the Druun practiced rituals from inside sacred oak groves, ceremonial pools, and stone henges. In time, the Church of Law and Order suppressed the Druunic teachings, and the ancient holy sites were lost, forgotten, or converted to other uses. One such former site is located in the capital city of Dolmvay in the center of a small neighborhood known as Whiteoak Square. This neighborhood has recently been experiencing a strange phenomenon: At night, small dancing lights have been seen floating throughout the neighborhood. The residents were afraid of this sorcery at first, however, the lights seem to exude a feeling of peace and contentment, and the locals have grown used to them. How it Started: A few weeks ago, a butcher named Walton Brand was clearing out his cellar when he stumbled upon a secret underground passage that led to an ancient Druun hall. This hall was filled with lost relics, arcane lore, and forgotten treasures of the Druun. Walton told his friends, Loomis the Baker and the chandler Stefan of Walsbury, and the three men began sneaking away from their wives at night to dress in Druun finery and pretend to be men of wealth. A harlot named Red Kirsten was hired to attend them as they drank, feasted, and cavorted in the sacred hall. Unbeknownst to the revelers, the Druun hall still retained some of its magical powers and their merriment awakened the ancient guardian spirits of the grove. These creatures, known as faerlings, are the lights that have been seen dancing throughout the neighborhood. The faerlings were given life by the revelers' glee, and they project that joy and happiness onto the other residents of the neighborhood. This glee, however, is about to turn to horror. . . Oak Grove Whispers is a Labyrinth Lord™ adventure designed for 3-6 characters of 1st-3rd levels (about 10 levels total). The adventure is broken up into three chapters that take place in a small neighborhood located in the capital city of Dolmvay (the Labyrinth Lord is free to substitute any medium- to large-sized city from his own campaign world). Oak Grove Whispers involves a mixture of roleplaying, investigation, and dungeon crawling, so a diverse range of classes is recommended. As the adventure is set in a civilized city, the characters must also be careful their interaction with NPCs does not land them on the wrong side of the law. Published by Small Niche Games
A friendly little cottage and a dreadful secret. As the adventure begins, the PCs are on a journey through temperate, wilderness hills -- perhaps toward a destination of importance in the ongoing campaign, or they might merely be wandering in search of heroic opportunities. Pgs. 20-25
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.
An anticipated rematch between the Reghed Nomads and the Goliaths of Wyrmdoom Crag is interrupted by disaster as one thing after another goes wrong! It falls upon the party to pick up the ball when others have let it drop! A DungeonCraft adventure using the "Goat-Ball!" seed. A Four-Hour Adventure for Tier Two characters (levels 5-10). Optimized for APL 8. Somebody Dropped the Goat-Ball originally debuted at DungeonCraft World Tour on May 2021. Included are VTT-friendly maps and handouts in separate files to help with running your games virtually. I also have a printer friendly version included of several of those maps for those that prefer their works to be printed on the flesh of dead trees.
Long ago, a small but mighty humanoid kingdom existed in what is now the local wilderness. Bugbear and ogre warriors fought brutal wars of expansion, earning great fame and amassing considerable fortunes from their predations. Those who died in battle were buried in large tomb complexes dug into hillsides and honored as patrons of the living. Among these tombs was the large tor known as Hightower. Though it was neither the largest nor the most famous of the kingdom's tombs, Hightower did represent a typical example of this kind of structure. As happens to all such nations, the cruel humanoid kingdom eventually fell to a more powerful foe that razed all its cities and outlying fortifications. Of the tombs, only Hightower escaped destruction -- largely because it was an unimportant monument in a remote location. A few tribes of humanoids that survived the devastation tried to use it as a fortress, but the humans with whom they clashed defeated them soundly and sealed the entrance with a huge, round stone to ensure that the tor could no longer be used as a base. Since then, Hightower has served as a landmark for travellers in the know, but it has otherwise been largely forgotten. But the electrical storms that have plagued the area in recent days have been quite severe, and a few weeks ago, a stray lightning bolt broke open the stone seal. Tonight, yet another terrible storm is sweeping through the wilderness, driving all creatures to take shelter where they can find it. Hightower looms on the horizon, and its door is no longer blocked. Will the PCs dare to enter its silent halls?
Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67
Having now realized that they require 4 Mithel Standards at the same time, the Ivory Scimitar will be faced with actually taking a Banner from another Mithel Company. This scenario pits the characters against the waning might of Men of Iron, and should allow them to claim the Banner for House Aldenmier, thus guaranteeing that they can clear the final level of Mithelvanr's Labyrinth. This adventure is formatted to both 1E & 5E gaming rules.
The nephew of a once famous adventurer decides to make a name for himself and bites off more than he can chew. Short on options, and worried for his nephew’s life, he needs your help. Travel to the ruins of Dhonin's Lookout atop Standiac Hill to find and rescue the young adventurer. Uncover a plot that could lead to the destruction of the village of Millvein, and even more dire future consequences. Includes: A 3-4 hour adventure for 1st level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. The adventure continues in Into the Underdark - Part 2 The Spider's Den
The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117
Sometimes sneaking into the dungeon, avoiding traps and slaying monsters is the easy part. The hard part is getting back out alive. This is a dungeon crawl adventure with a twist, the adventure starts at the end of the dungeon with the party trying to find their way back to safety.
In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the demilich. Remake of the original AD&D adventure.