A cave-in at the dwarven mine exposed a passage into the eerie, alien world that lies deep below the surface. Monsters poured out of the darkness and killed many before the surviving miners made it back into the light. Now they seek brave adventurers to face the dangers down in the dark depths. As a one shot or the first adventure of a new campaign, The Eyeless in the Dark carries new and experienced players away from the light of the ordinary surface world and down into the fantastical dark depths where here there be monsters. Chock full of adventure, as well as design notes for Dungeon Masters that will help novice and veteran DMs provide their players with an exciting and memorable game night, and leave them eager for the next session. Use this adventure in combination with the Integrated Hill Encounters and/or the Forest and Grasslands to create an open world sandbox of adventures that can fill many sessions of a campaign.
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
The once-dwarven wizard Hehranna knows that her previous race, for all its pride and skill, is hampered and distracted by lesser concerns—family, friendship, emotion. Once they join the Hive, they won’t begrudge a few moments of pain in exchange for the industrious awakening she has to offer them. Pgs. 16-32
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace? Work together to clear the abandoned mine of it's undead hosts and retrieve what gold and treasures you can.
Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org
A fearsome hound has been seen prowling the mist-soaked moors surrounding Cabell Manor, but what is the foul beast searching for? Is there any truth to the rumors tying the family to an ancient devilish evil, or is it just a local superstition? If the want to solve the mystery our adventurers will need to keep their wits as sharp as their swords. NOTE: The title of this adventure is incorrect in the store. The version you will receive upon purchase and download is titled as this entry suggests.
For centuries, the volcano now called Mount Zulgar was the battlefield of a conflict between red dragons and frost giants. The final battle saw the extinction of the dragons and only a handful of living giants. The dwarves of the Frostblood clan used this opportunity to drive out the giants and take the mountain as their own for its rich deposits of gold. 100 have passed, and now the volcano bubbles to life once more, bringing with it all manner of fiery creatures. Miners have been killed, and implike monsters assault the citizens of the mountain. The master of the goldsmith's guild has called upon your party to snuff out the Fire in the Frostblood Mine. Fire in the Frostblood Mine is a 4-5 hour adventure for 4 3rd-level characters. It can be used as either a one-shot or as part of an ongoing campaign. This module includes a single-session adventure to introduce your players to the strange creatures of the inner planes, maps of the two levels of Frostblood Mine, and a unique sentient magic item.
*THIS IS A D&D NEXT/5E PLAYTEST ADVENTURE* Imani, a Turmishan wizard and former adventurer, seeks the aid of heroes to infiltrate Dretchroyaster’s lair and recover the Diamond Staff of Chomylla—the key to powerful magic and wisdom locked away for thousands of years. In addition to his own sagely interest in the lore of lost Uvaeren, Imani recognizes the dangers of such powerful magic falling into evil hands. The dracolich has secured the staff in his lair’s cen- tral chamber, using ancient wards of protection that can be bypassed only by four artifact-idols once belong- ing to a cult of Bhaal. Each group of adventurers enters the dungeon through a different section of the dun- geon—a forgotten temple of Bhaal, a vast underground lake, a troglodyte village, or Dretchroyaster’s vaults. Dretchroyaster’s lair is no simple set of caverns and ancient ruins. It sits atop a source of great power and energy, which the dracolich and his Cult of the Dragon allies hope to use to unlock the secrets of the staff. Only by undertaking a unified assault against Dretchroyas- ter’s lair can the adventurers hope to recover the Diamond Staff and survive the dracolich’s fury. The adventurers must make their way through the lair and recover the Bhaalite idols that will help unlock the Diamond Staff, all the while dealing with the lair’s creatures and avoiding the dracolich as he pur- sues intruders. Entering the Chamber of the Diamond Staff, the heroes must overcome its magical wards and claim the staff before being slain by the dracolich and his servants.
In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king’s army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple — and they’ll fight to the death to defend their dragon-god…
Dragonbowl is a setting and pulp action adventure in one. It plunges a party into a rich festival scenario that revolves around a deadly gladiatorial contest, where the dangers they face in the arena are almost secondary to those they encounter in the murky criminal underworld they find themselves in: a world that stinks of corruption, human trafficking, illegal dinosaur-trading, necromancy, blood sacrifice and unnatural arcane experiments. The action takes place in a vast cavern in Mount Waterdeep, known as the Underbelly, where not only Dragonbowl Arena, but also an entire festival grounds – consisting of temples, bars, casinos, funfairs and markets - has been constructed to host this grand sporting extravaganza. With Xanathar, Jarlaxle, Davil, Volo and the Black Viper all in attendance, and scores of 'entanglements' (faction missions) to keep players busy, Dragonbowl can be played as a sequel to Waterdeep: Dragon Heist, or as a first step towards the Undermountain and the Dungeon of the Mad Mage. Equally, it can be played as a stand alone adventure, or easily transported into other settings. The adventure is written for a party of four 6th level adventurers, and easily customisable for three to five players, of any mid-tier level (the adventure contains maps and handouts adapted for both 4 and 5 player tables). The adventure is designed to last around ten to fifteen 4-hour sessions, but can very easily be shortened or lengthened according to the DM's desire. The adventure features all three pillars of play: combat (in and out of the arena), social interaction (a succession of parties and parades, where players can get entangled in NPC business) and exploration (30+ locations in the festival grounds alone).
What’s Included Escape from Mt. Balefor is a self-contained 8-10 hour adventure for three to five 5th level characters. This premium module contains a full three-part story, battle maps, and NPC stat blocks. Your Mission Your party of Wood Elves will start in the mines and have to sneak and backstab their way to freedom. There are a number of chances to choose your path, whether you plan to avoid fighting or want to kill every last High Elf in the mines. There will also be a number of ways to affect the world around you if you choose to continue the story after the party escapes from the mines.
An Adventurers League Con-Created Content Module. Tier 1, 4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you face The Heir of Orcus! Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, one map, 18 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part two of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
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.
Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. Remake of the original 4th Edition adventure.
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 Lost Mines of Karak” is the sequel to “The Shadow Rift of Umbraforge” and the fourth part of the Scales of War adventure path. After the player characters' success in "Siege of Bordrin's Watch" and "The Shadow Rift of Umbraforge", they have garnered something of a reputation in the city of Overlook. They are introduced to a wealthy patron that believes there is a connection between a shadar-kai arms dealer (from the previous two adventures) and a long lost dwarven mine. The patron wishes the PCs to find and secure the mine in order to use its wealth and resources to defend the city. The party then must travel through a wasteland and desert to find this mine. Once they have, they must fight through the hordes of monstrous creatures that inhabit it and defeat the Queen of the Drylands - a powerful naga. Pgs. 56-93
Something is killing people in Palebank Village, and if the party does not stop it they could be next.
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
The first Filbar 5th Edition adventure is titled Jeopardy Caverns. This adventure can be used in the new D&D edition or the earlier editions as each stat block is presented. This introductory adventure pits a group of new adventurers ready to go out into the frontier to make a name for themselves. For the 5th Edition version this adventure can act as a gateway from new to 3rd or even 4th level for advancement and is set in an area of humanoid caves.
For ages, “the old monastery on the hill” was simply that and nothing more to those that knew of it – a small building of a forgotten age and purpose, overgrown by the land around it. But recently, rumors have been making way among the educated that there is a wealth of knowledge that hides within the old monastery, waiting for someone to find it. Most dismissed these rumors as hearsay... but those with their eyes on the prize continued to pay attention. There must have been some merit to these claims, because seemingly overnight a monstrous creature has appeared on the monastery grounds - a serpent the size of a dragon, with a dozen legs and breath that crackles with lightning! There's no doubt the rumors and the monster's appearance are related somehow, and the PCs are tasked to put their skills to work to figure it out!