While the name Codic Keep used to have prestige associated with it in the past, it is now a crumbling fortress blasted years ago by a large tornado. Now the ruin sits next to a swamp and is pretty much left ignored. Recently word has reached Feastelburg that strange lights have been noticed near the keep and many have wondered if the wanted criminal relative has returned to reclaim the property. Wanted posters of “Si” Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Who’s up for a swamp trip?
The nephew of a once famous adventurer decides to make a name for himself and bites off more than he can chew. Short on options, and worried for his nephew’s life, he needs your help. Travel to the ruins of Dhonin's Lookout atop Standiac Hill to find and rescue the young adventurer. Uncover a plot that could lead to the destruction of the village of Millvein, and even more dire future consequences. Includes: A 3-4 hour adventure for 1st level characters Map of the village of Millvein 2 DM maps Stat blocks for all monsters the players might encounter. The adventure continues in Into the Underdark - Part 2 The Spider's Den
Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.
Giants have been raiding civilized lands in bands, with giants of different sorts in these marauding group. Death and destruction have been laid heavily upon every place these monster 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. Remake of the original series of AD&D adventure.
A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385
The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, but within the last year, his regular communications have fallen silent. They are in search of brave (and discrete) adventurers to escort them around the peninsula for a health and welfare check. Are you brave and discrete enough for the job? A Four-Hour Adventure for 11th-16th Level Characters
The characters have finally escaped from the maze and returned to complete the mission they originally started-they must infiltrate the tower of King Ovar and end his evil reign. Will the characters discover the secrets of the missing queen and the wizard Zayene's influence? Or will they perish in dragon fire?
‘The Secrets of the Twisting Colossus’ is a tale of alchemy and transformation. The heroes are the material components in the creation of an addictive potion. The heroes are lured into the experiment by the alchemist Paricalus, and once the heroes understand the true purpose it will be too late. The only escape is to understand the subtle clues around them and to keep moving forward. At the end of the experiment lies salvation but also the grand finale. If the heroes escape the experiment, they can confront their tormentor. In this 5E module (suitable for level 4-6 & adaptable to any setting), you will find: • 40-page module. • 3 colored maps and downloadable options for FG, Roll20. • 3 Appendices covering NPCs, magic items, and alternative chambers. • Handouts containing visual depiction to entice players. • 2-3 sessions of gameplay. • A dynamic dungeon where chambers change position. • Rules for miniaturized game play. • Old-school play-style suggestions. • Possibilities to use the module as a springboard to planar adventures. If you enjoy this module please let me know. Any feedback is greatly appreciated. Have fun!
Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.
In ancient times, the area now known as the Dyrgalas Fens was home to a flourishing civilization of nature worshippers who wrested a living from the forest around them, built open-air temples, and generally did well. Over the centuries, a series of natural disasters (some say a series of foolish magical experiments) led to a rising water table and turned the forest into a vast swamp. As the water rose, most of the people left. Today, a few stalwart humans remain in the fens, living off the land through hunting, fishing, trapping, and even some agriculture. In addition to these honest folk, the Dyrgalas has some less savory residents, including both black and green dragons, trolls, hags, escaped criminals, and a host of lycanthropes. Most of these creatures prey on travelers foolish or unlucky enough to enter the fen, and sometimes raid both inside and outside the fen. This adventure, intended for characters of levels 6 to 8, deals with one group of raiders who make their lair in the Dyrgalas. A weretiger called Gavriil has formed a group of assorted lycanthropes into a band of cunning brigands. The lycanthropes favorite caper involves infiltrating a merchant caravan while posing as travelers, merchants, or swords for hire, then attacking it from within. Gavriil and his servants also take on kidnappings, murder for hire, and any other unsavory tasks that come their way.
Lord Falcon’s nest holds a new brood of evil. Falcon’s Peak is an AD&D® game adventure for 5-8 characters of 1st-3rd level. The party should include a thief and at least one experienced cleric; a ranger would also be of help. The use of stealth and silvered or magical weapons is advised.
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.
This quest is for a party whose members all perished in the same encounter. The loss of an entire party is hard to recover from and often spells the end of an adventure. However, with the assistance of the enigmatic Raven Queen, the party’s tale might not be over just yet. The characters must wander through the Fortress of Memories; confront their pasts, present selves, and possible futures to return to life. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
Stepping through a door can mean a grand adventure - or a horrifying death. The shortest distance between two points is not always a straight line. A number of magic towers connected by failing teleportation magic. Abandoned in ages past, other creatures now make the towers their homes, and provide challenges to parties of varying levels.
The Submerged Spire of Sarpedon the Shaper lies to the west of the Isle of the Dismemberer. On the northwestern shore of this island, crumbling steps spill from the shore directly into the sea. There, a seaweed choked stone path can be glimpsed winding down into the depths. At low tide, a quarter mile along the path, a lone onion dome may be seen poking through the waves. In the twilight of the sorcerer lords, The Submerged Spire was the jewel of the Shattered Isles. Within his submarine redoubt, Sarpedon penetrated ever deeper into the organic mysteries. Now, its for- lorn dome the roost of seagulls, its secrets slumber beneath the waves.
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.
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
Not Everything is what it ssseems. Can you stop the raids of the Three Towers Tribe? Second in the Mere of Dead Men series, your Patron, Sir Justin sends you to investigate Mornhaven Towers and the rumors that Lizard Men are plundering travelers on the High Road. Set in the Mere of Dead Men region of the Forgotten Realms. Pgs. 34-47
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210