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
A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582
A man built a temple to a woman who died. It became a shrine for those who lost a spouse too soon. Later. Much later. A young couple came. Their tribes warred so they could only marry in death. It was poison. Which angered HER. They walk the temple ever since, cursed by a shrine spirit. She has a hatred of suicide only dead widows can know.
Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two mages have arrived and begun hiring armed guards to escort them into these very same woods. Is there a connection, or is it just coincidence? Either way, be prepared! You never know what's out there waiting... and watching. "Eye of Pain" is the first of three Monstrous Arcana adventures featuring the cunning and deadly beholder. If can be played as an individual adventure or as part of the series which continue in "Eye of Doom" and concludes in "Eye to Eye." For four to six characters of levels 4-8.
At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!
Long ago, before the arrival of civilized humanoids, a large colony of ogres thrived in the local area. When a great invasion from another dimension threatened this colony, their king, Koptila, prayed for his people to be spared. The gods heard these pleas, but commanded Koptila to sacrifice himself. The leader did so, and the clan disappeared—whisked away by the gods and lost to time. Over the years, a city grew up above the former subterranean home of the ogres, and no aspect of Koptila’s ancient bargain was preserved or remembered. Even so, the stars are aligned for the return of Koptila and his people. These powerful repatriates are unlikely to appreciate the changes in their old home. A sage has found dusty documents prophesying this return, and he asks the PCs to investigate the catacombs to defeat the potential threat to the city. The PCs travel down through city sewers and subterranean passages before finding the catacombs that the ogre colony once called home. Pgs. 48-53
In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios
Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF (Module G1 of this series), amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below. This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9017
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.
Long ago the dwarf-like "Dverg" established a "forge" hidden deep beneath the earth where they forged weapons of "cold" iron. Cold iron was considered a far superior material and was especially effective against Trolls and could even damage ghosts. The forge is thought have been long abandoned and priceless artifacts of great power are rumored to lie forgotten beneath the Altis mountains. Among them is rumored to be the fabled Axe of Mortality - a weapon said to be powerful enough to slay a god. Is your party brave enough to venture out in search of these valuables? Flameless Forge of the Dverg is a free/pwyw dungeon crawling adventure designed for level 1-3 Shadowdark RPG characters. The adventure is assumed to take place in a viking-esque fantasy setting, but can be adapted by tweaking some names and figuring out replacements for the nordic gods.
You step forward into the circle of runes and feel your stomach lurch. Within a blink of an eye, you find yourself in the arena. You can no longer see the audience but you can faintly hear them cheering and chanting beyond the arena’s walls... In Azaruuk's Ultimate Battle Royale the players find themselves whisked away to Sigil, the city in the center of the multiverse, where the must face off against each other in Azaruuk's arena. In this arena they will fight Azaruuk's Homunculi and dodge devious hazards all while trying to defeat the others to become the Ultimate Champion! This module is intended for two or more level 10 players, however it can be run for players of any level with only a little tweaking required. There is no need for a dedicated Dungeon Master when running this module. Everyone can have their own character and responsibilities of the Dungeon Master can be shared between everyone. It includes: An exciting player versus player encounter Rules for building better balanced characters including how to handle equipment Rules for running this module without a dedicated DM Various hazards such as lava pits and lightning rods A new Arena Action mechanic for dynamic hazards A new monster to fight: azaruuk's homunculus Two new items designed to make PvP combat more exciting: insignia of ba'sha and tonic of exceptional healing A detailed map of the Arena
Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
Near the Southern end of the Border Hills between Gortelburg and Havendale is an area rumored to be the home of a Minotaur. Recent reports have begun to surface in Havendale of the surrounding farms and villages that a huge Minotaur has begun to disrupt life in the area. The governing board of Havendale has offered a bounty on the beast to anyone who can track it, kill it, and return proof of its demise. Quite a few parties of adventurers have taken up the task but none have returned for the reward.
You possess a map to the tomb of the cursed archmage Bigby. Legend has it that the dungeon itself changes, altered by a powerful artifact and changed each time the tomb is entered. Some tales say that Bigby is trapped in magical stasis seeking something to prolong his life. All agree that great treasure and magic lie within if you are brave enough to face the hazards.
Lord Falcon’s nest holds a new brood of evil. Falcon’s Peak is an AD&D® game adventure for 5-8 characters of 1st-3rd level. The party should include a thief and at least one experienced cleric; a ranger would also be of help. The use of stealth and silvered or magical weapons is advised.
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
Wolpertinger, Wererat - Well! is a two-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with an urban theme, exploration, humor, and a small mystery to solve! Waterdeep, the City of Splendors, is brimming with exciting opportunities for adventurers - seemingly at every corner, backstabbing between rival guilds, intrigues among the noble houses, and treasures in forgotten places beckon. But today, a little girl is in trouble and needs the help of our heros in rescuing her pet "bunny"! This adventure is an unapologetically linear dungeon crawl – short, straight-forward, and to the point. It follows the three-pillar principle: combat, exploration, social interaction. The idea is to spice up the classic formula with varied challenges that result in a short, entertaining session. This makes this an excellent adventure for beginner players and DMs! Detailed support is provided for the DM in the form of roleplay advice for six completely fleshed out original NPCs, advice on the three pillars in each scene, and scenic sensory descriptions for every scene to make the adventure come to life. Included with this adventure are: + an original custom monster, the wolpertinger + six original fleshed out NPCs, including personality traits and roleplaying tips + 20 original (but mostly useless) magic items + six original diseases + one original trap + a complete original hand-drawn dungeon map covering the entire adventure
The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?
Bracing for a terrible winter, the adventurers find themselves snow-locked in the desolate Archbarony of Blackmoor. Will they venture into the treacherous Land of Black Ice to rescue an enslaved people? Be sure to check out the sequel "The Clockwork Fortress" in Dungeon magazine #126. Pgs. 16-35
Your expedition to the wastelands proved fruitless until you came across a group of Bedouins. The locals report that they may have found a tomb hidden below the swirling desert sands. Intrigued, you and your group examine the site unaware that you are about to stumble into the deadly Gonnagetcha Tomb!