The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
A terrible and unnatural fear has come over the people of Waterdeep. In a matter of weeks, dozens of people are missing, and more disappear each night. Rumors tell of curses, phantasms, demons, and possession. In truth, these are the victims of tiny parasitic brain maggots unleashed by the illithid dragon called Brainstealer. The fate of its victims fall on your shoulders, as you discover his lair and prepare to raid it.
Disturbing shadows have grown long over the northern reaches of The Land of Song. The fierce people who once fished the chilly fjords and hunted in the evergreen peaks now huddle in their villages. An evil is abroad in the land. The heroes are charged by Jarl Yngvar with traveling to the Valley of the Sleeping Jarls, an old tomb in the hills where dead kings are laid to rest, to discover the source of the malevolence bearing down upon the land and with eradicating it. Who can say what evil lurks amid the towering peaks and shadowed fjords? For decades this malevolent being plotted his vengeance upon Hjalmar’s heirs, for the jarl had gone the way of all mortals. Taking for himself the name Mogens (“powerful”), this evil spirit, now a self-styled dark lord, gathered wicked cronies and servants to itself and came to the Valley of the Sleeping Jarls. There, he has spent nearly two decades corrupting and desecrating the sacred resting place, reshaping the hollowed tombs into a blasphemous temple to his infernal lord.
The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
In this town, nothing goes like clockwork. A voice in the darkness offered him power, with only one string attached: first he had to find some adventurers. A fiend and minions of the plane of fire have set up shop beneath a small town, and have been attracting evil minions to their lair! In this town of Jenkel, the religious leader (named Broderick) is secretly under the influence of the demon and has been doing her will out of his own greed for power. A tilted pyramid appeared in the town years ago, and is actually the tip of a tower buried in the town. The tower leads to a dungeon and a shrine where the party can fight off the demon and rid the town of the evil influence. Pgs. 18-31
You and your cohorts have their first adventure under their belts and are now recognized heroes of the realm! You plan on building your reputations but one of your henchmen has promised his love that he would marry her. You and your group are happy to attend and quickly discover that danger lurks everywhere as bandits crash the celebration.
For over a hundred years, Skyhold Tower has floated harmlessly above the lands of Faerun. But now it is plumeting toward the earth - directly at Neverwinter! Our heroes have been urgently recruited to enter the tower and avert disaster - but can they uncover the shocking secret of Skyhold Tower before it's too late?
What it says on the tin! You are after GLAXORZIS, THAT SORCEROUS CREEP, who wronged you somehow. Kidnapped your friend, stole your shiny artifact, played a stupid prank on you. Follow him underground into a complex of 21 rooms spread out over three levels. This is a barebones thingie, printable/foldable as a pocketmod. No stats. For fantasy adventure games where you die in a hole. Published by: Eldritch Fields
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject -- and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. 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 first of a three-part expedition adventure which also employs DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING). TSR 9016
There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it. Thus was the Vault conceived: an underground complex custom built to destroy anyone who is not its creator. Years ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Until now. The ring-city of Sulindal, built upon the shores of a mile-wide desert oasis, has come under martial law by an invading army of yuan-ti. They intend to exploit the resources in this renowned city of knowledge to locate the third and final Beacon of Selune. ...but for what purpose? A four to six hour adventure for four 5th level players.
"Wherein the local clergy makes the terrible mistake of not hiring enough assassins for the job." Synopsis: The heroes have just returned from the abyss (Occipitus) and reestablish themselves in Cauldron, when they are assaulted by a group of professional assassins. After they repel the attack, they trace back the lead to the temple of Wee Jas, where they find plenty of opposition from the second in command, Ike Iverson. After dispatching of the cleric and securing of a (spare) soul cage, the group finds evidence of a place important to the cagewrights' cause - an ancient underground complex named Karran Kurral. Mounting an expedition to that place, they find more evidence towards the horrific destiny on schedule for Cauldron. However, they gain access to the Soul Pillars after defeating a dracolich, that they can use to gather plenty of intelligence on the cagewrights' plans. Pgs. 12-51
"The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This Dungeons & Dragons Roleplaying Game adventure, created for Free RPG Day 2012, pits player characters against a mutated beholder and its vile underlings. Although set in the Forgotten Realms campaign setting, the adventure can be easily adapted to any* D&D world." *: The adventure mentions that it is suitable for any setting touched by the Spellplague.
Constructed into the side of an active volcano or buried deep beneath the ground lies the Temple of Pure Fire. Within its walls is enough flame and lava to make even the hardiest of adventures question their decision to pass through its doors. This temple contains grand constructs that have laid dormant for hundreds of years, but stir from their great slumber when they are needed to defend this former place or worship. Grand forges, lava-fueled smelters, and even an obsidian lava transportation vehicle wait within the walls of this ancient temple.
Part 5 of the Carrion Crown Adventure Path takes place in Ustalav's capital Caliphas. The heroes are in the city to follow the trail of evidence left by the neromantic cult The Whispering Way and strengthen their bonds with the mysterious Order of the Palantine Eye. Whilst in the city, they uncover a string of murders. When they discover that all the victims were vampires, they descend into the underground vampire city and have the possibility to form a tentative alliance with the vampire clans. If they help solve the murders, the vampire lord promises to help them on their quest. What role do the deadly necromancers have in the undead murders plaguing Caliphas? What secret grudge exists between the cult and the rulers of the night? And will the heroes be able to save the capital without sacrificing their very souls? This book includes: - “Ashes at Dawn,” a Pathfinder RPG adventure for 11th-level characters, by Neil Spicer - A gazetteer of fog-haunted Caliphas, the mysterious and deadly capital of Ustalav, by F. Wesley Schneider - A terrifying look into the blasphemous church of Urgathoa, goddess of gluttony, disease, and the undead, by Sean K Reynolds - Laurel Cylphra’s attempt to steal a soul stealer in the Pathfinder’s Journal, by F. Wesley Schneider - Six new monsters by Crystal Frasier, Patrick Renie, and Sean K Reynolds
Until about three years ago, the peculiar town of Port Greely was renowned as a prolific exporter of crustaceans. Then the Greely lobstermen severed all ties with outside partners. Subsequent attempts at renegotiation were shunned. More recently, a small group of Fishmongers’ Guild representatives from the City-State of Khromarium has gone missing in Port Greely, and answers have been less than forthcoming. At present, the Guild seeks answers. It wants to know what became of its representatives, and it wishes to re-establish its lucrative partnership with the Port Greely lobstermen. Your party have been contracted to help resolve The Mystery at Port Greely in this swords and sorcery style adventure!
In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.
In times ancient, an infamous paladin-artificer named Khaldun unearthed a cursed tome bound in the flesh of the first medusa. Driven to madness by its secrets, he used the necromantic magic contained within to call forth an army of dread warriors from the Netherworld. Though his assault was devastating, he was ultimately unsuccessful, and the mightiest crusaders of the realm banished Khaldun to the Netherworld, where he would rot for eternity at the bottom of the River Dis. Unfortunately, rather than perishing in that bleak plane, Khaldun escaped his silt grave and thrived, amassing a legion of undead followers and erecting a Tomb in which he could perfect his mechanical craft without interruption. It was not long before he shed his body and became a demilich. After several centuries of scheming, the undead warriors under the command of the ‘Iron Lich’ have burst free of the Netherworld, laying waste to not only the mortal kingdoms that exiled him, but also the exalted domains of the gods themselves. The crusaders’ quest is simple – stead the Tomb and destroy the Iron Lich. Published by Defy Danger and Save Versus Death
The Haunted Hamlet and other hexes details four unique modular locations for your game. Made for old school essentials, but can easily be used with other old-school systems or even 5E. The four locations detailed in the zine focus on gameable content and being easy to use at the table. The locations are not connected to one another and can be sprinkled onto your campaign map however you like, or run as one shots. The PDF is graphic and art heavy and utilizes random tables and other tools to make it easier for GMs to run in a pinch. Details: 40 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Four hex locations Random tables A rival NPC party A sky merchant A one page town Two hirelings
When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48