Imprisoned in the first layer of Hell a group of unfortunate adventurers must find their way out amidst the chaos of the Blood War. Will they escape before the Lord of the Keep finds them? Well, only time will tell...
"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the last stronghold of an extinct dwarven clan: Do be good enough to extend the greetings of the Blackstaff to Bandaerl. There's also a dark vampiress who enjoys a good hunt, and be sure to mind the beholders: They're trained to keep you from escaping. "Enjoy, and don't say Khelben didn't warn thee." TSR 9519
Three dungeons in one! The party is given a "dimension shifting device" and sets out to explore a 15-area cave, simultaneously occupied by the DEMON CORSAIRS, the remnants of an ASTEROID MINING OPERATION, and the MONASTERY OF TRANQUILITY & TRANSCENDENCE! The three dungeons are presented in three columns, so when the characters shift from one dimension into another, it's easy to find the corresponding area description. For use with old-school or OSR RPG systems. Recommended for character levels 3-4. Published by Eldritch Fields.
Five centuries is not long enough for a giant king to forgive a defeat - or forget a curse. When falls the axe of Mok-Turoknin. This is a moody arctic wilderness/dungeon adventure in which the player characters must undo an ancient frost giant curse that plagues a barbarian village and its tribal chieftains. The PCs will travel across a frigid tundra en route to the deserted mountain keep of the frost giants where they must put an end to the curse before the restless ghost of the frost giant king rises again to claim another victim. Pgs. 53-72
A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038
Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.
During a brief stop-over at a wilderness stronghold, a simple trip to a local provisioner reveals foul play! The shop has been broken in, and the shopkeeper is missing. But the place has not been burglarized. The heroes are thrust into an investigation. Clues discovered by the heroes’ hint at larger corruption that festers among the border lands surounding the stronghold. What sinister forces lurk beneath the keep?
Are you ready for some HACK 'N' SLASH action? Do you yearn to unveil the hidden mysteries of the DWARVES? Are you thirsty for some UNEXPECTED encounters? The long lost Dwarven Kindgom of Gleodemar holds a relic of the past, Svarogs's Anvil, a magical artifact that can boost weapon production. The Heroes are sent to reclaim it, but the ancient fort is not empty and the new denizens have settled for good and do not seem keen on sharing any treasures. Will the Heroes manage to overtake them in a direct (and bloody) confrontation, or will the try to slip through the shadows to reach their goal? Maybe they will be captured and the "cavalry" will have to save them? In this adventure anything goes and it takes only one mistake to unravel the Heroes' careful plans and make them prisoners of the Keep. In this slightly challenging 5e hack 'n' slash adventure for 4th level PCs you will find: - a detailed story behind the Dwarven Kingdom of Gleodemar - a powerful dwarven artifact - a back-up NPC party, in case the heroes require a "deus ex machina" intervention - an optional ethical dilemma, to spice things up - both DM and player-safe maps - 3 boss monsters that can be used as future antagonists - non-stop action and suspense until the last minute of this 3-act mad rash and if all of that still does not sound fun, there's ALSO a race against time before the curtain falls. Download away! (and don't forget to share your feedback, we'd love to hear it!)
This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.
"Barrow of the Elf King" is an evocative and intricate adventure module, specifically tailored for a party of 3-4 level one adventurers using "The Vanilla Game" rule set. This adventure delves into the mystical and eerie depths of an ancient barrow deep within the Old Forest, a place shrouded in darkness and mystery. It offers an experience that combines puzzles, combat, moral choices, and exploration, all set within a hauntingly atmospheric setting. "Deep in the Old Forest, where the trees grow tall and thick, where the sun rarely pierces the canopy, is an earthen mound. No birds sing in this part of the forest, no wind blows. The leaves of the trees seem larger, the canopy thicker. Even at mid-day, it is almost too dark to see" The HTML web version is free.
A streaking comet heralds a wild storm. An ancient temple roars to life with strange and otherworldly chants. Doom is coming to Starspell Mountain. Navigate traps, meet a mad elf, and stop otherworldly threats as you explore the temple on Starspell Mountain. Doom on Starspell Mountain is a one-shot adventure for 3rd-4th level characters made for the world's greatest roleplaying game. The adventure features traps, simple puzzles, and secret passages.
I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
Players must prove their worth in this series of trials. Face the minotaur in his own maze, resist the allure of a crafty nymph, put on a show for the crowd as you face down an incubus / succubus duo in the arena, crawl through the muck and sneak past the demons that lie in wait, and finally use all of your creativity to navigate a glass golem through a gauntlet of traps. Another exciting blend of combat and puzzle-solving.
Terrible Trouble at Tragidore is a 16 page tournament module for 5th to 8th level characters. Notorious for being one of the worst modules of all time, with implausible background and encounters and a railroad of a plot.
In your many adventures since ridding the world of Sukits the Butcher you have heard whisperings of his boss in the area. The name Bromide the Wicked has been passed around as a greater threat to the freedom in the area as he is the slaver boss. The Plainsmen have given your party the general direction of this evil man and ask for your help in the matter. Is your party ready to deal with the slaver issue and take down the network of traffickers?
The Raiders’ Hideout is a series of underground chambers (or perhaps the interior of a pyramid) that serves as a base of operations for a band of gnoll desert raiders. The PCs have come to exact a measure of justice for recent brutal caravan raids. They’ve tracked the gnolls to their lair, where they intend to end the threat to desert trade once and for all. Pgs. 30-35
An evil cult gathers for one night of dark acts, and on this night a group of brave adventurers enter their hide out. It is a mission of stealth and subterfuge for the dark forces are powerful, and quick thinking is needed to succeed for one night amongst the necromancers. The adventure introduces several new monsters and magic items. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039
𝐏𝐚𝐩𝐞𝐫 𝐐𝐮𝐞𝐬𝐭 𝐏𝐫𝐞𝐬𝐞𝐧𝐭𝐬: 𝐓𝐡𝐞 𝐀𝐛𝐲𝐬𝐬 𝐄𝐪𝐮𝐚𝐭𝐢𝐨𝐧 Embark on an unforgettable journey with an immersive 71-page adventure tailored for 6-8 Level characters, utilizing only this book and freely available SRD rules. Set foot in the idyllic town of Suncrop Hill, where mystery looms in every shadow and secrets lie buried beneath the surface. 𝐒𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐢𝐬 𝐫𝐨𝐭𝐭𝐞𝐧 𝐢𝐧 𝐭𝐡𝐞 𝐭𝐨𝐰𝐧 𝐨𝐟 𝐒𝐮𝐧𝐜𝐫𝐨𝐩 𝐇𝐢𝐥𝐥 Unravel the secrets of Suncrop Hill as you brave its hidden depths, confronting challenges that will test your wit and courage. • 6 compelling adventure hooks, for your players to be drawn into a web of intrigue • 6 intricately detailed locations to explore, from quaint taverns to ominous dungeons, each teeming with secrets waiting to be unearthed 𝐓𝐡𝐞 𝐁𝐫𝐮𝐭𝐚𝐥 𝐌𝐨𝐧𝐬𝐭𝐞𝐫𝐬 𝐨𝐟 𝐓𝐡𝐞 𝐀𝐛𝐲𝐬𝐬 𝐄𝐪𝐮𝐚𝐭𝐢𝐨𝐧 • 9 unique monsters, each more formidable than the last, as you fight to uncover the truth and emerge victorious • Each with their own strategic battle tactics, enhancing the thrill of combat for an even more immersive experience • 1 Multi-phased Boss fight that will force your players to be tactical in order to survive 𝐀𝐧𝐝 𝐰𝐡𝐚𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐰𝐨𝐮𝐥𝐝 𝐛𝐞 𝐜𝐨𝐦𝐩𝐥𝐞𝐭𝐞 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐭𝐫𝐞𝐚𝐬𝐮𝐫𝐞? • 13 unique magic items to discover • 4 items with different rarity variants, reaching from uncommon to legendary, each with its own tantalizing power waiting to be wielded 𝐈𝐭'𝐬 𝐝𝐚𝐧𝐠𝐞𝐫𝐨𝐮𝐬 𝐭𝐨 𝐠𝐨 𝐚𝐥𝐨𝐧𝐞! 𝐓𝐚𝐤𝐞 𝐭𝐡𝐢𝐬. To aid in your quest, equip yourself with our meticulously crafted item and monster cards, perfectly sized for convenience and portability. • 24 magic item cards, the perfect handout to print and hand your players • 11 monster cards, with which you'll have everything you need at your fingertips