When one of the Lords of Waterdeep asks you to root out a threat to the city, you respond to the call. Prepare for a foray into Undermountain. Part One of the Vampire Hunt trilogy.
While exploring an uncharted island inhabited by sinister, otherworldly entities, the PCs are confronted with the ultimate dilemma: will they stop at nothing to uncover the forbidden secrets of an earlier age... or will they consign that ancient lore to be forever forgotten in the mists of time? Arriving at the correct choice may not be so trivial as it seems... A 5th-6th level adventure for An entire island to explore, with mysteries to solve and NPCs to interact with Challenging investigations and devilish enigmas Full-color art and beautiful handouts (even in digital format for online play) to engage the PCs Five new fearsome monsters ready to use in any campaign New feats and spells
The village of Strangelight is on the border of the fey lands, and so its eccentric inhabitants are well-accustomed to magical danger. But now, a fiendish warlock and her devils are terrorizing the village, and only a hardy band of heroes can stop them... The focus is on exploration and social interaction, but it features an epic boss battle! This adventure has been thoroughly playtested, requires minimal preparation to run, and can be easily used with any Fifth Edition campaign!
THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190
A Brelish spy steals and defects with a powerful magic sword and the adventurer's have been hired to track down and recover the item. This adventure features a lengthy chase overland on horseback, on a train, and an airship. Along the way the adventurers will also have to deal with third parties seeking to recover the sword for themselves, such as Warforged agents of the Lord of Blades who have hired halfling mercenaries riding glidewings (pteranodons), and Emerald Claw raiders piloting an opposing airship. This adventure can be run stand-alone or as a sequel to The Forgotten Forge and Shadows of the Last War.
When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society.
Everything would be fine if the person you're trying to help wasn't already dead. The requirements of honor reach even beyond the grave. A spirit asks the party to help grant it passage to the afterlife.
Your friend and mentor, the old ranger Norlumin seeks to bring back his beloved, who gave her life to save the realm from a demonic invasion, but at what cost?
Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...
When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
Your previous adventures on in Denali has raised some questions about the ruling body. After an assassination attempt and the recovery of a note, the PCs are led east out of the city. Will their trip to the eastern lands fill in the blanks or end in disaster? If successful their fears may be realized or unfounded…
In your last adventure you discovered a strange, and somewhat sinister looking, key. After a long wait it appears you have found an answer to what it opens. The good news is that it leads to great wealth, the bad news is that it opens a tomb. Oh yea, there may, also, be some…individuals that want the key too…
This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.
FQ5 – Journey to Oblivion continues the Filbar Quest Series and begins in The Knolls with word that Baron Wizzel requests your assistance. A humanoid threat has been growing near the small town of Oblivion. The baron will speak with the party and offer them a large reward to perform a scouting mission. The baron and other nobles are attempting to gather their forces but would like an idea of what they are going to face. With the reputation of the PCs the baron feels that the group is more than capable of the mission.
Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.
A loyal band of adventurers must find the Horn of Kiri-Jolith, a powerful artifact that could help turn the tide of the War of the Lance before the forces of the Blue Dragonarmy claim it. They must delve into the ruins of Castle di Garinoc - the home of Lord Kiril Garinoc, a Knight of Solamnia who perished 300 years ago in the Cataclysm - and recover the horn before the Blue Dragonarmy arrives and claims it for their own! Dragonlance: Quest for the Horn of Kiri-Jolith is a 5-7 hour adventure for 5th level characters. Inside Quest for the Horn of Kiri-Jolith you'll find: A multi-chapter adventure heavily-researched to fit neatly with previous canon and into the larger story of the War of the Lance. Exploration through a ruined castle from before the Cataclysm. Encounters with draconians, goblins, the ghostly lady that haunts the castle, and a final siege battle with the Blue Dragon, Swiftbolt! Unique versions of classic enemies and magic items to use in your own campaign. A foundational adventure designed to start a larger Dragonlance campaign.
After beating back the forces of The Triad the party’s fame has spread. Jobs have come in droves but none seem to interest the group until a strange letter is delivered by a young courier. A historian named Nagel Littlestrom would like some bodyguards for a pending trip to a place called the Delo Ruins to the east. Certainly a few items can be located that would be of interest to the party…
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
𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 is a 𝐃&𝐃 𝟓𝐭𝐡 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 adventure designed for a DM’s use in any 𝐅𝐨𝐫𝐠𝐨𝐭𝐭𝐞𝐧 𝐑𝐞𝐚𝐥𝐦𝐬™ campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (𝐅𝐢𝐫𝐞𝐟𝐥𝐲 𝐑𝐏𝐆, 𝐕𝐚𝐦𝐩𝐢𝐫𝐞: 𝐭𝐡𝐞 𝐌𝐚𝐬𝐪𝐮𝐞𝐫𝐚𝐝𝐞 𝟐𝟎𝐭𝐡 𝐀𝐧𝐧𝐢𝐯𝐞𝐫𝐬𝐚𝐫𝐲 𝐄𝐝𝐢𝐭𝐢𝐨𝐧, 𝐚𝐧𝐝 𝐇𝐮𝐧𝐭𝐞𝐫 𝐭𝐡𝐞 𝐕𝐢𝐠𝐢𝐥 𝟐𝐧𝐝 𝐄𝐝𝐢𝐭𝐢𝐨𝐧 𝐥𝐢𝐧𝐞𝐬), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). 𝐁𝐚𝐭𝐭𝐥𝐞 𝐟𝐨𝐫 𝐭𝐡𝐞 𝐔𝐧𝐝𝐞𝐫𝐜𝐢𝐭𝐲 takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? 𝐈𝐧 𝐭𝐡𝐢𝐬 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐲𝐨𝐮 𝐰𝐢𝐥𝐥 𝐟𝐢𝐧𝐝: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. 𝐀𝐛𝐨𝐮𝐭 𝐭𝐡𝐞 𝐚𝐮𝐭𝐡𝐨𝐫: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐑𝐏𝐆.𝐜𝐨𝐦 and 𝐃𝐫𝐢𝐯𝐞𝐓𝐡𝐫𝐮𝐅𝐢𝐜𝐭𝐢𝐨𝐧.𝐜𝐨𝐦.