"Ambush at Boxcar Rocks" is a two hour adventure for character level 1-3 (3-6 players) but is easily adapted to challenge higher level PCs by adjusting the spawn rate and the spawn limit. It features one hand-drawn, color map. It can be run as a brutal oneshot gauntlet or a quick side quest to pad the players purses. Deep within the labyrinth of massive, glacier deposited rocks there is a natural cave once used for interring the dead. Now the bones of the pit within stir because of a foolish neophyte. A listless, blood thirsty horde tramples toward daylight and nothing will remain in their wake...
Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving of many of its heroes. Now, a new menace has moved in beneath the shadow of Kelvin’s Cairn and threatens devastation to the townsfolk of Termalaine. The adventurers are visiting the frozen region of Ten Towns when they see smoke rising from the town of Termalaine. Upon entering the town they find unimaginable destruction and many casualties. A Frost Giant, named Hrimnar has moved into the old Verbeeg Lair at the foot of Kelvin’s Cairn. He has demanded tribute from the poor peoples of Termalaine and let them know what happens if they do not pay him adequately. The quest to save a town from a tyrannical, giant overlord may spell the doom of the adventures as they face off against Hrimnar’s minions and even worse, his pet dragon, Ormrfrost.
As you begin your path to adventuring fame, fate brings you a gift. The military is attacking a humanoid army not too far away but their powerful force has splintered the insurgents. Different groups of aggressive humanoids are now off on their own and the military is overwhelmed trying to track them down. Word has it that one such group is headed to the revered Oracle at Nyo! Your time has come and fame is within reach!
Amunrahx the Intrepid is your typical red dragon, with one important difference. He draws power both from the size of his hoard and the amount of trade and commerce flowing through his domain. Amunrahx is a Tyrant—proud, egotistic, and self-centered. “The Intrepid” is a self-given title. He is powerful and dangerous, but he is no match for a party of heroes and can’t stand up to an army on his own. Amunrahx depends on minions and lieutenants to deal with obstacles and constantly seeks to acquire more forces. As his domain grows, he gains ever-greater influence over the surrounding economy, creating a vacuum of wealth and skilled talent that chokes the life out of nearby cities while Amunrahx lounges and savors his victory. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Amunrahx is one of these villains, and his adventure takes up 33 pages (pg 74-93). Published by 2CGaming
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
War brews beneath the emperor's notice, nature convulses as unholy demons bring woe to entire prefectures, and hobgoblin mercenaries wearing powerful machine armor march in greater numbers than ever before. Will you rise to save the empire or is Soburin destined for destruction? Soburin is beset upon by dark forces from its ancient past—not only the evil mists that transform men into monsters, but now too the return of a potent necromancer set to bring about a reign of agony, despair, and death! In the looming crisis the immortals that have treated the world as their gaming set are gathering their agents and pawns, deploying unique warriors across the continent with goals as mysterious as they are. It is within this epic game of intrigue that the adventurers become entangled as they undertake quests for the governmental bengoshi in the Sukochi, Yokuba, Ikari, Hakaisuru, Fuson, and Gekido prefectures as well as visit the enigmatic Tsukisasu, city of oni. Demons begat by the entities that consumed nature plague the party during their travels as do a very special gang of smugglers, the gun-toting Mubo Brothers, and the bloody hobgoblin mercenary erikotera warriors suddenly far more populous across the countryside than ever before. By the time all is said and done the PCs take part in a furious mass battle, nail-biting race through an undead dungeon, and finally an epic fight against an ancient evil atop the Hone-Noroi bone tower before it all comes crashing down! This extensive adventure path takes characters from 3rd to 12th level and includes all previous Mists of Akuma modules (Scourge of Róbai Shita Temple, Feud Primordial, Fangs of Revenge, Cursed Soul of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master) paired together with connecting material that creates one intensive campaign sure to delight GMs and players for months on end! It would be exhausting to list everything that's inside of the 374 pages of Trade War—here are some quick highlights and if you think this book is for you, peruse the table of contents (below) and sample PDFs. Over 50 maps 90 different NPCs and monsters 6 highly-rated adventure modules ranging from straightforward dungeon crawls to sandboxes of intrigue and back (and 2 sidequests by Andrew Engelbrite and Dirk van de Rijt) 8 new class archetypes: survivalist barbarians, smuggler bards, acrobat monks, tumbler rogues, enigmatic eye warlocks, desperado warlocks, and wizards of the inside out 32 new martial arts stance feats including new weapons martial arts stances Hyperlinks throughout to make accessing statblocks from the core rules a breeze Rules for mass combat An epic 9-level bone dungeon inspired by Buddhist hells Mists of Akuma character sheets
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
The Temple of the First Fire is a 5e adventure in which a group of heroes must stop an ancient, evil witch known as the Raven Mocker from stealing the eternal flame that lights the sun. If the witch succeeds, it would plunge all humanity into endless darkness. It features a corrupted guardian, a temple suspended from the heavens by divine chains, and a series of unusual encounters, as well as four third-level pregenerated characters! Also available for Savage Worlds. Published by Sigil Entertainment Group.
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
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
A Titan’s Dream is a D&D 5e adventure that invites your party to a conflict between three mountain tribes that are competing for a dreaming Titan’s power. Through the adventure, a party of four or five level 3 characters gain two levels. It takes 4 to 6 four-hour sessions to finish the adventure. The adventure is structured into three acts: 1. The party meets the Visig tribe and learns their customs. They join a ritual run that takes them across the region and discover a necrotic affliction. The act culminates with a battle against a warlock of the Undying tribe and undead beasts. 2. The party seeks out a sage to learn about the trials of strength. They explore the harsh mountains, face fabled beasts, and the Fastus and Undying tribes as they complete the three trials. 3. With the trials complete, the party enters a Titan’s resting place and their dreams. They explore memories from a bygone world and return for a final confrontation between the three tribes.
This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.
𝐓𝐡𝐞 𝐟𝐨𝐮𝐫𝐭𝐡 𝐚𝐧𝐝 𝐟𝐢𝐧𝐚𝐥 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. The orc uprising around Nirzumbil must come to an end! The Mercur trade coster is benefiting too much from the blockade of the dwarven stronghold and threatens to corner the market on iron ore and gems for years to come. If the orc warlord commanding the armies can be slain, the orc forces will surely fall apart. But how to find and kill a warlord who is powerful enough to unite thousands of orcs? This adventure features 5th edition conversions of the krenshar, senmurv, portal drake, and stone flyer.
In FQ13 – Future Past our brave adventurers are summoned by the Duke of Bast to the capital city. You quickly learn that your exploits have earned you a celebration in Bast and are to be honored by all! Prior to the festivities, the duke’s advisor Thril Galia requests to meet you and makes a unique proposal and shows you an arcane piece of the historic book…what have you gotten yourselves into now?
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
"It was already a freezing morning when you set out for the legendary Castle of Madness – the mysterious castle that is said to emerge from blizzards once every seven winters. " In this short treasure hunt for one 2nd level player, you'll brave an frigid mountain, an icy cave, and a haunted castle to bring home a pile of loot. Written as a digital gamebook, you will keep track of your character's hit points, spells, and inventory on your character sheet, and keep track of enemies using your own scratch paper. The game will play GM and all enemies.
Your party has finally made it to Queen’s Point only to discover that the military was already aware of the approaching humanoid army and dealt with them. After a rest and training period in the large city you now have to decide what to do next. The large seaport has plenty of options but a curious problem has been brought to your attention. A large giant north and west of the city is harassing the shipping lanes with random boulder tossing. Word has it that a nice reward is available to anyone able to solve this problem. Did I mention a Medusa also has a proposition for the party?
FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.
Characters explore a dangerous, but sparsely populated temple in search of the Staff of the Dragon. They will encounter traps, environmental hazards, and a nest of lizardfolk. The characters are rewarded for a 'look but don't touch' approach to the temple's features. The real highlight, though, is the closing encounter. Once the staff of the dragon is retrieved, it can transform the characters into dragons for a set period of time. As they exit the temple, they are beset by an ancient dragon and the stage is set for an epic brawl as the characters take to the sky in dragon form. Can be completed as a one-shot.
The characters arrive in Fallcrest just as a blizzard starts from the gloomy black clouds. the villagers gather to discuss how to survive the untimely and unusual blizzard. Suddenly between the roar of the wind and thunder, a ship descends filled with undead with one message: Return the ice scepter!. Afterwards, the characters must decide, find and return this relic to the Winter King, or bluff and plan to dethrone him. As they reach the tops of the mountains, possibly injured, the whole of the Winter King's inner domain stands before them. If they fail, winter will claim the Nentir Vale forever. Group of 4-6 players.