This is the laboratory of High Alchemist Sureves Epans. He led a group of alchemists in research for many years, but recently there was a bit of a mishap. He discovered his wife was cheating on him with one of his employees and while in a drunken stupor trying to create a discreet potion to deal with the two of them, he let loose an infectious plague on the lab which turned all but a lucky few in the facility into shambling husks of their former selves., fused with their own creations as their minds turned to know but one thought - rage. This dungeon has rules to modify all encounters for a group of players levels 4 through 6 and is intended for a party of four. If you have more players, feel free to adjust the difficulty up one level for each additional player or simply tune the monsters to your needs. This dungeon contains many original enemies, a unique puzzle, and an environment that is meant to bring a sense of terror and anxiety on your players. I consider this to be the Horror-themed adventure of the module so feel free to add some creepy music and extra details along the way to bring the area to life (or death).
Inside this full-color, 124-page anthology you’ll find four best-selling Adventurer’s League quests for level 1-10 characters set in the hobgoblin fortress of Glip Dak. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): Glip Dak (CCC_GLIP-01-01) The Kroth Magg hobgoblins run the trade city of Glip Dak in the Troll Hills of Thar. From there they have taken control of the trade routes along the northern Moonsea. A young noble has been captured for refusing to pay their tariffs and his house looks to hire adventurers to rescue him. Beneath Glip Dak (CCC_GLIP-01-02) A series of unusual heists has both the thieves’ guild and city guard scrambling to uncover the culprits before the burglaries destabilize the thriving trade within the city, threatening the budding kingdom the Kroth Magg have fought and died to forge. Citadel of Vlaakith (CCC_GLIP-01-03) The adventurers are tasked with rescuing a group of heroes who vanished in the pearlescent fortress that manifested on the border between the Kroth Magg kingdom and the Varkonin empire in the Steppes of Thar. Tier 2 (Level 5-10): Blue Scales (CCC_GLIP-02-01) A behir has been hired to destroy the herds of aurochs necessary to feed the hobgoblin city of Glip Dak. Patrols and scouts continue to go missing, forcing the hobgoblins to hire mercenaries to track this behir as they recall their troops to the capital to maintain order as food riots break out.
Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95
You wake up in a dark room with a group of friends. You don't know how you got here and your thoughts seem distant, echoing in your mind. The note you find reminds you your mission: retrieve the flower of oshadis and escape this temple alive. Culitsts and traps stand between you and freedom.
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
"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.
Something strange lurks within the stony confines of an abandoned wizard’s tower. The sole surviving member of a forlorn adventuring party is desperate to find out what happened to his friends and is willing to provide a generous reward to anybody willing to launch a second expedition. Will the heroes uncover the secrets of the tower, or will they also disappear into the darkness?
The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!
The Blood of a King The king is dead. All hail the king! The nomadic cattle-herding tribes of Shoma now meet at the Horns of Ngura to sacrifice gold and choose a new tribal king based on a series of ritual ordeals. Will you sneak into the temple of the Bull-God to steal its treasures, or will you participate as a champion in the Trials of Ngura? Savage Swords and Sinister Sorcery "The Trials of Ngura" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition.
Just when you thought it was safe to take a long rest. She's Back! The terrifying SEQUEL to the PLATINUM bestselling, and Dragon+ Magazine featured horror adventure: The Haunt. The Haunt 2 is both a one-shot, and a sequel that can be run as either. Long, long ago St. Greycastle’s Hospital served the city through the years, mainly treating the wounded and sick among the militia. Over time, the lower basement was converted into a sanatorium, housing those who became maddened from enduring the violent, brutal orcs raids which plagued the region during that time. This was the place where Gertrude, the night hag, tormented patients, and created her masterpiece, the Evil Doll. Now, after all of these years, Montarthas Manor has finally fallen, and the Evil Doll has been wounded. She has returned to the only familiar and safe place she remembers, to lick her wounds and plot her next move. Her presence in the hospital awakens the evil inside, creating a nightmarish charnel house of terror. In addition, the hospital itself feeds on fear. Do your players have what it takes to enter the haunted and evil hospital, to finally end the haunt and terror of the Evil Doll?! Published by P.B. Publishing.
Fangwood Keep has changed hands innumerable times since its founding decades ago on the border between the warring nations of Molthune and Nirmathas. Over the years, both countries have sacrificed money and soldiers in an effort to control the fortress along the Marideth River valley, both for its tactical location and for its secure defenses. Recently, however, the battles around Fangwood Keep have dwindled to a trickle as Nirmathas has firmly rooted itself in the surrounding valley, allowing the tide of war to shift elsewhere and peace to settle at last over Fangwood Keep. This respite was shattered by the arrival of a renegade Molthuni commander named Pavo Vos. Obsessed with capturing Fangwood Keep and unraveling the fortress’s mysteries, the defecting lieutenant unlawfully used his platoon to secure the castle, much to the ire of both the Molthuni and Nirmathi governments. Now the task of bringing Vos to justice and reclaiming Fangwood Keep for Nirmathas lies solely in the PCs’ able hands.
Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13
Tall tales of hidden riches are common in the pirate-infested taverns of the Shackles, but when Captain Varossa Lanteri claims to know the location of the secret treasure hoard of legendary Captain Jemma Redclaw, it seems she may be telling the truth. Captain Lanteri hires the PCs on as crew to help her assemble the magic key that will open the door to Redclaw’s treasure... and the ancient cyclops stronghold in which it’s hidden! Can the PCs survive long enough to claim their share of the lost loot, or will their enemies—or their allies—send them to a watery grave?
The Great Trial is a 5e adventure for characters starting at 7th-level and ending at 10th-level. It's a dungeon consisting in the 3 levels, where the first level is the lowermost one and the last is the uppermost one: First level is composed by mean traps, puzzles and combat; Second level is a labyrinth with a construct Minotaur - the Minotal - and an iron wyvern, brand new creatures; The last and uppermost level is actually a jungle-like demi-place filled with dinosaurs in an open world format. Aenor Gleenwith, a powerful elf wizard, wants to make history alongisde Acererak for his Tomb of Horror and Halaster for his Undermountain. So he created his own dungeon. To test its efficiency, he captures adventurers and puts them in the lowermost level, where they need to work together to survive and leave the dangerous place. At the end, Aenor himself greets the group offering them apologies for the harm caused, to fix all damage caused and also rewarding them for the forced help. This module can be run in any setting, campaign, or as a one-shot. It should take around 10 to 14 hours to complete it since it contains 3 Chapters.
Genius rogue artificer Ichabod Russet hired ten of his most brilliant colleagues to collaborate and build the greatest automaton yet invented: a clockwork beholder. He dreamed their invention would catapult him into stardom and wealth. In a secret mountain laboratory under Ichabod's direction, each scientist devoted themself to developing one ray for the creature's mechanical eyes -- but when the mysterious tenth ray was added to the automaton, it became too powerful. The clockwork beholder broke free during QA testing and destroyed half the lab. Only a few of the artificers escaped to tell the tale, and for the most part, they're keeping their mouths shut.
Jelendra, a tulani of summer, has gathered a small following of dark fey creatures to help her get revenge against the Highridge Arcane eladrin elders. When they had the nerve to question her interest (they called it “obsession”) in the destructive power of the Wild Hunt, Jelendra flew into a rage and stormed out of the Highridge Arcane. Now, she controls a fane to an ancient spirit of the Wild Hunt. Not knowing what became of her, the elders ask the adventurers to find Jelendra. “Let her know that she is missed, and we want her to return home,” one elder says. Pgs. 114-119
Ancient port city on the edge of a desert. The city is stratified by social class and some of the slaves have formed a cannibal cult to Kthulhu. City + hexcrawl + dungeon. The Anthropophagi of Xambaala™ takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is inspired by Robert E. Howard’s “The Man-Eaters of Zamboula” and by various short tales of H.P. Lovecraft and Clark Ashton Smith. It is designed for use with Astonishing Swordsmen & Sorcerers of Hyperborea ™(AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™. This work is both a setting and an adventure. The setting describes the town of Xambaala, noting key people, locations, and local lore. The adventure proper provides players with a variety of environments and the several factions fighting over them for their own goals. With a bit of skill and luck, stalwart adventurers may emerge richer and maybe wiser. The situation that will develop in Xambaala will be determined by the players’ choices.
A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
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?
Few planes possess the raw malevolence of the Infinite Layers of the Abyss. It is a place of random violence, appalling cruelty, and pure, unadulterated wickedness. Here, unreasoning malice rules, and countless demons torture and murder for the joy of it. The Abyss is innovative in its wretchedness, with each fleeting moment birthing new and awful psychotic acts of utter evil. Those who brave its depths find no relief from its corrosive nature, nor respite from the cancerous seeds of evil blooming within all who tarry here; they find only anguish, pain and if they're lucky, sudden, abrupt death. "Into the Maw" is the ninth chapter of the Savage Tide 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 monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #356 of Dragon magazine features an expanded list of strange and exotic magical items that could be purchased from the mercane merchants encountered during "Into the Maw." In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. Pgs. 48-85