Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67
An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.
A family has been abducted and the village of Myrehall needs help in getting them back. This is the third adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle A Dark Veil Falls
It’s said that “Two’s company, three’s a crowd”, but what happens to those who make their living from adventuring if work begins to dry up and their only rivals are doing a better job than they are? Even heroes have to eat, so when their source of income is taken by others, they have to make some tough decisions. But if those around you don’t much care for you any more, what then; surely those tough decisions are easier to make? From being the stars of the show to last on the bill, the PCs find themselves caught up in skulduggery at every turn and having to decide just who is on their side. Friend becomes foe and those the PCs have counted as rivals may suddenly be their best allies. And in all of this confusion an exiled dwarf challenges their true loyalties; which way will the PCs turn?
On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor?and who claim that Blackmoor sank beneath the ice 3,000 years ago! TSR 9172
As you move throughout the countryside a rider appears in the distance and begins to close quickly. Hand going to your weapons you ready yourself for danger but notice the rider is very young. Timmy Little introduces himself and warns you of a bout of Goblin-Pox at his village. Many people are sick and need help. Timmy says he and other young people have been sent out to find heroes to save the town and asks if you can help. While the boy cannot provide a great deal of information on the malady he advises you that the people of Troburtandban who aren’t sick can help with information. Once you agree he rides off to find additional help.
Dreams of the sleeping wizard seep into reality. Manifest familiars war over the fate of a remote islet. An infinite garden houses an escaped experiment. The god of purity is fooled for his blessings. Into the nightmare we go. 16 pages contain 3000+ words describing 10+ keyed areas to explore (complete the wandering monsters table), 10+ friends and foes to talk to, 10 magic items to use, and thousands of gold worth of treasure to plunder. The adventure is designed for B/X, or like-systems. It is suitable for 4 to 6 characters of levels 1 to 3. It is heavily inspired by the dungeon synth album The Sleeping Wizard by Umbría, which may serve as a soundtrack.
You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108
5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.
The small village of Jaromir seems beset by a powerful curse. For the past twelve days anyone who enters the forest is never seen again. There are now six missing all adults, five men and one woman without a trace. The mayor has offered 200 gp and three Dungeoneer’s packs to any who can find the source of the curse and free his town. Pgs. 15-19
Many years ago a brutal bugbear chieftain united the goblinoid tribes of the Meirlara Forest and nearly wiped out all traces of the elves there within. A stroke of chance fate turned the tide and the dreaded bugbear warlord Spragnokk was defeated. His loyal kin hid his body away in a sealed chamber and then the world forgot about Spragnokk... until now. Now his bloodline continues, and they have plans to resurrect their fallen "great chieftain," to bring ruin and revenge upon the elves that handed them defeat decades past. The goblinoid tribes have once more been gathered, and their bloody revenge is imminent, except fate has yet once more placed new champions to stand in their way. They just don't realize it yet.
A missing wife, owlbears hooting in the night, and a band of mischievious underdwellers... What could be going on in the forests near Smalldale? A D&D 5th edition adventure for first-level characters, appropriate for beginner and adept DM's alike. - Perfect for introducing your friends to the wonders of D&D - A generic setting - easily integrated into almost any campaign setting. - 21 pages of classic monster hunting, agrarian wholesomeness and subterranean exploration, including two hand-drawn maps - Features the much underused Xvarts and the ever-popular owlbears - Customizable amount of combat - pleasing for roleplayers and villains alike. - A new magical item - Obar's Gauntlet of Light
Every autumn the sleepy village of Faen celebrates the Soultide Festival. The souls of the departed are guided out of the forest and can depart for their appointed afterlife. There is feasting and celebration of life. The children of Faen dress in costumes, pretending to be their favorite Monsters. The Party are guests for this year's celebrations and are chosen to be the judges in an annual costume contest. They must wander the village, meeting the locals in order to determine their favorite costume. Along the way, they learn about the village's traditions and local lore. However, the village harbors a dark secret. A timeless evil sleeps below the village. The adventurers must descend into the depths to confront a shadowy threat that has been harassing the village for many years. Will they rise to the occasion, or will the children of Faen be in jeopardy for years to come? For use with the 5th edition Player's Handbook, DM's Guide, and Monster Manual.
How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis
Mother Haggle is an elderly crone who runs a Lost & Found Emporium on the edge of the Misty Forest. The old lady pays her mercenaries well, and attracts all kinds of talent to send on her various errands. Mother Haggle doesn't deal in world shaking problems, but it's uncanny how often simple tasks like "fetch that cow" or "bring me a boggle" end in embarrassment, grievous injury or death. As she always says, it really can't be helped. Using the streamlined Plausible Complications and Unlikely Disasters layout, Mother Haggle's adventures are one-sheet wonders ready to pick up and play with groups of the specified level. Mother Haggle wants her cow back. It seems to get lost a lot, but she doesn't care how much she has to spend as long as her darling gets home safe. Included in Mother Haggles's Notice Board - The Missing Cow are six standalone bovine adventure seeds in which Mother Haggle's cow needs rescuing. She should really keep that cow in a better pen, or lock the gate or something, but who needs common sense when you have money and mercenaries?
Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken friendship with his old adventuring buddy. Recently, there are rumors that his friend’s old magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the dragon needs the help of skilled adventurers who can join him on his quest.
The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.
The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132
Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.
In lieu of a monetary reward for their latest adventure, the PCs have been 'gifted' land ownership in the form of a former religious holding on the coast. While the party cannot collect taxes, they can rennovate the building and use it as a base of operations as they adventure around the Katorian Sphere. Best of all, it sits on a vineyard!