Aumvor is aware of the intruders and sends a warning with a powerful fire ball. Satisfied that the party has lost interest, Aumvor returns to his vault where he can safely leave his remains and travel the planes in search of greater power. Perhaps the PCs that survive the blast may have the upper hand. Growing closer to the final chapter, the party of adventurers will find that the only way out is into the tank for a swim. Aumvor the Undying has hidden here in this dungeon for centuries, waiting for his chance to resurface as the emperor of Netheril. The time has passed slowly and Aumvorโs powers are waning. He has hidden phylacteries well, but what use will they be if he has no vessel I which to dwell. Aumvor makes a final effort to kill the party before returning to his vault to wait in ambush for them. In โ๐๐๐ซ๐ญ ๐ The Lower Towerโ, you will find the secret at the bottom of the tower, 16 exciting and deadly encounters, and a lot of zombies floating in cadaver soup. Ever fight zombies while swimming and dodging specters? Here is your opportunity. Also coming soon, Roll 20 Map Pack for The Tower of Bondage.
This new version of the classic adventure is completely updated to 3.5 edition. In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, itโs the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.
What happened to the signal tower? What waits for you in the misty mountains? The mayor of the town of Four Trails hires you to find the missing magic user, Delea the White! Delea was tasked with improving the signal tower at Eddistone Point. After leaving with her party of dwarven mercenaries, the mayor received a message from Delea's familiar; a white crow with a note scrawled in charcoal; "Bandits in the tower! Help!" The tower is straightforward, five levels, each a single room. There's a bait-and-switch where the players think the half-orc bandit leader is the bad guy, but an innocuous-seeming vagabond is actually a powerful illusionist. No monsters to speak of, only class-based NPCs, no magic apart from a ring of protection (not listed in this record, being equivalent to magic armor.) Pgs. 19-27
So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your lifeโthe harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matterโand ensure every mageโs Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemiesโ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery
This third installment of the Aumvor saga includes: โ 19 encounters โ Stats for Living Zombies (converted from 3.5e) โ and an introduction to the tower The adventure continues as your PCs make their way to the upper reaches of the tower and learn of the danger involved in moving deeper into Aumvor's dark realm. For centuries Aumvor the Undying has fed upon the life force of innocent folk who stumbled upon his portal traps. For centuries he has planned for and prepared for the eventual return of Netheril as a power in the world. That hope has now faded, and he has returned to his vault to regain strength and begin anew. Even now, he is deep in his tower vault plotting. ๐๐ ๐ฌ๐ฎ๐ซ๐ ๐ญ๐จ ๐๐ก๐๐๐ค ๐จ๐ฎ๐ญ ๐๐ก๐ ๐๐จ๐ฐ๐๐ซ ๐จ๐ ๐๐จ๐ง๐๐๐ ๐ ๐ฉ๐๐ซ๐ญ ๐ โ๐๐ฎ๐ฆ๐ฏ๐จ๐ซ๐ฌโ ๐๐๐ฅ๐๐จ๐ฆ๐โ ๐๐ง๐ ๐ฉ๐๐ซ๐ญ ๐ โ๐ ๐๐ง๐ ๐จ๐ ๐ญ๐ก๐ ๐๐๐ข๐ฅ๐๐ซ๐ฌโ.
Adventure into the Ancient Stronghold of the Sorcerer Yrammag. Includes six story tower and five dungeon levels. Designed for high-level characters and filled with wizard apprentices, their creations and undead. Please note: The link for this adventure on Amazon is for a reprint of the original.
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 โSiโ Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Whoโs up for a swamp trip?
Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker. The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now youโre going to walk right through this wizardโs front door.
This adventure is suitable for four 6th to 7th level PC's and may be completed in a single session. Oithois the exceptional ice mephit and his foul underlings have uncovered a powerful relic at the entry to ancient ruins. The monstrous mephits seek to crack a hole between the material plane and their icy home world. Oithois plots to lead an army of elemental lackeys and conquer the civilized outposts of the north. This ice mephit has studied the machine and is confident he can open a gateway to the elemental plane of ice. PCs are approached by a frostbitten traveler, who pleads with them to assault the terrace. The adventurers must mount an attack against the mephits, contend with an unintentionally summoned young white dragon, and defeat Oithois upon the icebound terrace.
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?
The renowned adventuring company Acquisitions Inc. hires you to infiltrate a castle--but not just any castle. This is a flying fortress built by the cloud giant Count Stratovan, who is currently preparing to destroy the Sword Coast. Your mission is to meet with his son, who claims to want to prevent the war and establish peace between the giants and the small folk. If you can learn whether the son can be trusted, discover the secrets of the castle, and ... well, survive, you too can earn acclaim with Acquisitions Inc.! Released as a Fathom Events exclusive at movie theaters streaming the PAX 2016 Ac. Inc. game. Legal for AL play.
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. This adventure sees the characters allied with the Fated of Sigil, and tasked to travel to the titular Tower of Pillars to conduct a heist from a Time Dragon.
Whatโs Included Escape from Mt. Balefor is a self-contained 8-10 hour adventure for three to five 5th level characters. This premium module contains a full three-part story, battle maps, and NPC stat blocks. Your Mission Your party of Wood Elves will start in the mines and have to sneak and backstab their way to freedom. There are a number of chances to choose your path, whether you plan to avoid fighting or want to kill every last High Elf in the mines. There will also be a number of ways to affect the world around you if you choose to continue the story after the party escapes from the mines.
This is the "Vecna: Eve of Ruin" + "Phandelver and Below: The Shattered Obelisk" crossover you didn't know you've been waiting for. As dusk settles over the village of Phandalin, a palpable sense of unease grips the villagers. Rumors spread that a hilltop keep has inexplicably materialized on the outskirts of town, and worse yet, the sun fails to rise come morning. Unbeknownst to the townsfolk, a powerful cult of Vecna-worshipping vampires has arrived, and the only hope Phandalin has is a ragtag pack of werewolves and a few brave heroes ready to make their mark on the world. While this adventure can be run as a standalone module, it can also seamlessly serve as a prequel to "Vecna: Eve of Ruin" or as a side quest for "Phandelver and Below: The Shattered Obelisk." This module can also serve as a sequel to "Phandalin Werewolves: Beasts of Her Moon" which is exclusively available over at the dmsguild. Designed for 4-6 players with an average party level ranging anywhere from 4 to 7, this adventure aims to create a backstory of bad blood between the cult of Vecna and the PCs. It includes a monster folio, tokens, as well as maps from the esteemed Tessa Create Maps, Dyson Logos, and Elven Tower.
A 1st-level dungeon crawl for Shadowdark RPG where the characters delve into a ruined citadel hunting for legendary treasures while avoiding the wrath of the infamous scarlet minotaur! Inside the citadel are secrets about the downfall of the warrior-cultists who once ruled it, three legendary weapons they wielded, and several factions of intelligent creatures to turn into allies or enemies. This adventure is part of the free, digital Shadowdark RPG Quickstart Set, which comes with two 68-page booklets (Player and Game Master guides), 8 pre-made characters with gorgeous art, and a form-fillable character sheet. Shadowdark RPG is what classic, old-school fantasy gaming would look like after being redesigned with 50 years of innovation. It's the world's greatest roleplaying game in a whole new light! Download the free Quickstart set here: https://www.thearcanelibrary.com/pages/shadowdark
The Alchemist's Eyrie takes the characters into a fortified dwarven tower, where they are sent to recover some needed items. When they arrive, they discover the tower has been captured recently by a warband of renegade lycanthrope dwarves. Between the interlopers and the remaining traps set by the late owner, the characters may find themselves in deep, despite the lack of head clearance.
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.
Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
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
Small town merchants, frustrated after being continually conned with counterfeit coinage, want help capturing or defeating a magical thief. This 18 page adventure takes the party into the wilderness to storm a previously abandoned tower and capture a mischievous gang of bandits. The party must be quick and stop the gang before the criminals escape in the safety of the clubhouse they built in the branches of their awakened tree ally. This one shot adventure is balanced for four 3rd level characters. It should take between 3-5 hours to complete. It can also serve as a difficult challenge for 2nd level characters or a fun, but easier session for 4th level characters. It takes place in the Forbidden Realms with no set location. It can be easily run as a standalone adventure or fit into an existing campaign that takes place anywhere near forest, such Neverwinter Wood.