Locals on the edge of a mountain range are being harassed by brutal monks and their giant tiger pet. Travelling into the hills, the players find the hidden monastery of the Burning Tiger: an evil order of monks that only respect strength. To end the threat, the players must undergo 4 life-or-death trials to test their mettle. But not all is as it seems in the monastery. Can the players unravel the mystery, and survive the Trials of the Burning Tiger? Based on an encounter for 3.5th edition D&D written by Eric Cagle for Wizards of the Coast.
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
The village of Silverwell lies at the foot of a mountain range in the icy north. Through most of its history it has enjoyed relative peace, save for its battles with the harsh elements. Recently however, a group of villagers were attacked by bandits while hunting in nearby Rothir’s Pass. The bandits left behind a grim message warning for none to follow. Frightened by the possibility of a larger attack on the village, the headman will happily reward any brave adventurers that can help. Unknown to the inhabitants of the remote village of Silverwell, this new terror pales in comparison to the troubles that have already begun to flood down from the distant Mount Neboria – troubles stemming from the dark wish of a dying dragon. This is an introductory adventure for a group of four or five 1st level characters, which should run for roughly 4 hours of gameplay (excluding preparation time), ending with a quest hook for groups that wish to continue into a full campaign. It includes extra tips and tricks both for new DMs and for interaction with new players.
A fast-paced one-shot from the bestselling author of The Secrets of Skyhorn Lighthouse! A shadowy force gathers inside the abandoned halls of Lastwatch Keep. Can the players defeat the drow invaders before they escape to the underworld with sinister intelligence about the surface? Shadows of Lastwatch Keep is a one-shot adventure for four or five 4th-level characters. It takes about 3-4 hours to complete and includes: -A drow strike team desperate to escape the keep’s surprise foe -A new monster, the drow commando -Combat cards for each monster, PC, and special treasure -A beautiful, hand-drawn map by Jake from Beware the Wizard
The door to the Abyss can be opened with good intentions. An act of mercy released a creature of unspeakable evil. Now, only you have a chance to stop it. A vrock has been trapped inside a stone circle outside the village of Sundown. This stone circle remained untouched for thousands of years, until an unwitting mage decided to depetrify one of the standing stones that he mistakenly thought was a helpless farmer. This released the vrock, who killed the mage and has been trying to regain enough power to plane shift back to its home. This module primarily is based on investigation and problem solving, with a final fight with the vrock at the end. Roleplaying should be emphasized. The town of Sundown is fleshed out with NPCs and stores for player exploration. Pgs. 4-16
Beware All Who Enter These Benighted Halls of Stone. Within Lies No Solace Nor Any Comforts of Home. Toiling For Our Crimes We Must Dig Where We Dwell, With No Freedom or Mercy In Our Vast Stony Hell. Stonehell Dungeon is a classic-style megadungeon, filled with enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time. Explore over 700 rooms, encounter more than 40 new monsters, and discover 18 mysterious magical items -- and that's just in the first book! Stonehell Dungeon: Down Night-Haunted Halls details the first six levels of a megadungeon intended for use with the Labyrinth Lord™ role-playing game, but is easily adaptable to most early versions of the original fantasy role-playing game and its retro-clones. Featuring art by J.A. D'Andrea, Lee Barber, Marcelo Paschoalin, and Ralph Pasucci, Stonehell Dungeon gives the game master all the necessary information to run his players through the dungeon, while offering enormous opportunities to customize and expand on the site. The monsters of Stonehell Dungeon are waiting to meet you. Won't you come in? Published by Three-Headed Monster Games.
Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alpahaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create they key, and defeat the Carnifex, before it's too late... TSR 9174
Snakes fly, stones walk, and colossal monsters burrow in the world's crust - do these omens fore-tell catastrophe? Perhaps so, for now the dark elves walk in the sunlight, wearing armor that turns the shcaprest blades and strongest spells. They are poised to conquer the fabulous Hollow World. But what is this armor? How does its creation involve the ancient, mile-long Great Annelids, as well as those wondrous creatures, the feathered serpents? The mystery's solution draws your heroes across three thousand miles, from ruins to seaports, through the trackless caverns beneath the World's Spine, and finally to the eternal land of Nithia. There, your heroes discover the true meaning of... NIGHTRAGE! Nightrage is the second part of the far-ranging Blood Brethren Trilogy. You can play these three Hollow World modules in any order, or play this 64-page adventure by itself. You need the D&D Hollow World Campaign set to play. Easily adaptable to the AD&D game! TSR 9310
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited. Spans levels 1-10.
When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.
Welcome to Assault on Gumdrop Mountain. This is designed to be a fairly tough adventure for 5th and 6th level Dungeons and Dragons characters using the 5th edition of rules. In it, the characters wade into such nasty circumstances that only the assistance of a hallucinogenic elixir makes it possible for them to act at full capability. While under the effects of the drug, the characters perceive the world as a candy-infused landscape and monsters as sugary assailants. The adventure is broken into 9 fairly small chapters containing one significant event or a connected series of small events.
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
The village of Wistil is known for only two things: amiable halflings and tasty red apples. Someone has spoiled this year's crops and the halflings are scrambling to figure out how to respond. A band of stout folk set out from the town searching for answers; but, they have gone missing. The heroes are called in to investigate. Includes a random encounter sidebar, an overland map, and a map of the hill giant's hovel.
The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first of four parts in the After Lost Mine series and will detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.
After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!
Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita
Haunted Hill is a special, Halloween release for Adventures in Filbar™! It was created to give a single, first level player an opportunity to prove themselves to their mentor. After years of study you decide you are ready to get on with your adventuring career but your trainer wants you to prove yourself. After a courier goes missing, you have been tasked to go to the region of Haunted Hill. This area is well known as an old cemetery and haven for miscreants. Your task – go to the area and search for the missing courier and recover the package he was set to deliver!
Horrors in the Dark The origin of the ShadowGate is lost in antiquity. Some claim it as the work of devils, others cannibal cultists or even demon lords. Not long after its discovery it was boarded up by the priests of the local church, and then fortified by paladins. Of late something has emerged from the portal. It remains trapped within the divine defences, but for how long?
Numb Island sits in the north seas and is home to Miles Away a struggling settlement with a variety of problems. This adventure setting has a variety of different side adventures that can be used in a continuing campaign or as individual scenarios. Each of the scenario has a level recommendation so that you, the DM, can pick and choose what the party may be ready for and what adventures are better to pass over. In the Filbar campaign the adventurers found themselves on Numb Island several times during their adventuring career and were not strangers in Miles Away!