An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
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.
It begins in the marketplace or main square of a town when the calm, peaceful day is interrupted by a hulking golem trouncing through town, smashing objects, and attacking townsfolk. The party witnessing this should intervene and stop the rampaging golem with combat or by luring it into a nearby warehouse to trap it so it can be damaged and, eventually, destroyed by the town guards. When the party examines the golem’s remains, they find bones encased in the metal armor and the name 'Quartztoil' written in gnomish script. The town guard explain that this is the eighth construct they have encountered in the area in the past six months. The party can then go on to investigate the name 'Quartztoil', leading them to learn of an old, gnomish, aspiring artificer, Penaral Quartztoil, who had a lab and workshop in a tower in the nearby mountains, but who has not been heard from for close to a century. Published by Nord Games
If the ravens die, Crawford Manor falls. Soaked from the storm and weary from travel, the adventurers seek shelter for the night at the manor house on a hill. The PCs are shown rooms to change into dry clothing, and invited to dine with Lord Crawford this evening. Dinner is interrupted by a woman's scream from a nearby room: Corbett, the master-at-arms has been murdered! This adventure is an atmospheric murder mystery set in a manor house. While it's setting-neutral, it would be a good fit for a Ravenloft setting. Pgs. 52-64
To a reigar, art doesn't imitate life, it is life. "An Artist's Errand" is an AD&D Spelljammer adventure for 4-6 good-aligned characters of level 6-8 (about 35 levels total). The module assumes the party is familiar with spelljamming. The party should include at least one spell-caster, preferably a wizard, but a party of resourceful (and powerful) fighters and rogues should be able to complete the adventure. PCs with an understanding of navigation, elvish, and engineering will come in handy as well. The party need not own a spelljamming ship to complete this adventure. Pgs. 8-31
The Legend of the Black Monastery Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story-tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins. The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation. The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms. Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms. With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery. From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery. Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more… People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals…people without influential families…but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields. Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God. These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members. The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers. The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war. The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and magical energy. The Black Monastery was never actually taken. The king’s forces drove the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire. Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed. But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first. There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery.
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111
𝐓𝐡𝐢𝐬 𝐢𝐬 𝐭𝐡𝐞 𝐭𝐡𝐫𝐢𝐥𝐥𝐢𝐧𝐠 𝐟𝐢𝐧𝐢𝐬𝐡 𝐭𝐨 𝐭𝐡𝐞 𝐓𝐨𝐰𝐞𝐫 𝐨𝐟 𝐁𝐨𝐧𝐝𝐚𝐠𝐞 𝐟𝐞𝐚𝐭𝐮𝐫𝐢𝐧𝐠: ● Eight deadly encounters ● More deadly traps ● The water maze ● and Aumvor himself! Will your PCs escape with their lives or stand and face Aunvor and put an end to his deadly game?
Shadows in the forest deepen as an Oracle among the Yuirwood's half-elf inhabitants fire tells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. Perhaps, like it's counterparts elsewhere in the Yuirwood, this stone henge allows for travel to travel to another place - but where? And what growing darkness awaits those bold enough to find out?
You've just inherited a castle! And now for the bad news... All it needs is a good cleaning out. Pgs. 6-14 & 36
What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy to see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral legion called the Phantom Brigade. "March of the Phantom Brigade" is an adventure designed for season 4 of the Dungeons & Dragons Encounters official play program. It includes the information the Dungeon Master needs to run the adventure, thirteen ready-to-play encounters (each intended for one session of play), and full-color foldout battle maps depicting the various encounter locations.
Strange tales of a mad queen and a hoard of legendary treasure have driven adventurers into the jungles of the great trade road between Tiefon and Nextyaria for a generation, but now new information has come to light. A travelling bard has uncovered certain keys to the location of the lost queen's mysterious volcanic home, and the secret that may thwart her seeing immortality and invulnerability. Once again, the Barrens takes center stage as characters must via for a chance to grow rich and expand their legend among the heroes of the Nameless Realms! The Infamous Black Label series continues with this second part to the Barrens trilogy as characters must dodge the marauding forces of bandit lords, discover a wayward bard, and then journey to the caldera fortress of the Hall of the Spider Queen. What secrets does that dark sanctuary hold? Only time, dice, and the comradery of the gaming table will tell. This adventure is formatted to both 1E & 5E gaming rules.
60 years ago, a wizard's tower was encased in a magical glacier. Now a crack has appeared, exposing the tower for adventures. Inside, a magic artifact turns any who did in the tower to undead, including the PCs.
There's trouble in Allesley! An Eastbrook farm has been attacked and people slain. But by what? The people are frightened, the Reeve is concerned, and the Constable wants you to figure out what’s going on. The last time this happened, goblins attacked the town. Does this mean war? This is the first adventure in a series to come in 2017 which builds on the introductory mini-adventure in the Eastbrook starting area.
There is no particular overarching story here, just a prospect gate keep dungeon you can drop into your own sandbox and run as you see fit. This adventure is formatted to both 1E & 5E gaming rules.
The lord of a local realm is having his council members systematically killed or cast out for treason with little to no evidence to support the claims. This has been occurring for some time and a local shaman by the name of Borjah thinks he knows the cause. In his visions, he has seen a strange spirit shifting the shadows, a puppet master using the lord as its personal servant by warping his mind. This entity is slowly gaining power in the city and increasing its dominance over Lord Kestyl. Borjah attempted to warn the council of this corruption, but all those he informed ended up dead a few days later, so now he is taking matters into his own hands . . . with a bit of help from some willing adventurers of course. Borjah has a few strands of Lord Kestyl's hair, enough to create a strange potion for the party to consume. A potion that will link their minds to that of the lord and be able to fight back against the corruption that has taken hold. All they need to do is wait until his mind is at its most vulnerable . . . when he is asleep. Then, and only then, they can plunge into the mind of this once nobleman and drive back the forces of darkness that threaten to destabilize the entire political landscape of the area. The potion is powerful. Dying while in this dream state cause such severe mental trauma that it usually results in the death of that individual in the real world, so the party will need to be careful. The rules of the normal world don't necessarily apply in the realm of dreams, and as they close in on the entity things are sure to grow more and more chaotic and illogical. Find out if your players have what it takes to fight back against an invisible evil using nothing but their strength of will!
Today's offering is a one-page adventure built for a solo 3rd level character. While in between normal adventures you have been tracking an escapee known as Johan Cupid and believe to have picked up a lead in Jakestown. With the bandit hiding out in an old manor house you see a payday coming. Not a traditional "Valentine's" theme this adventure reminds you that sometimes Cupid's arrows sting!
A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64
"The adventure begins with the PCs lost in the streets of Sigil's Lower Ward." --from the module. The PCs are approached by a tiefling telling them about a job. The tiefling's employer wants the heroes to search for a child who is rumored to be some sort of chosen one from an ancient prophecy. Includes a map of Durkayle's Stronghold, a map of the Black Sail Tavern, a map of the Screaming Tower, and an isometric map of Zactar Cathedral.