New to Loudwater, the heroes learn of a tower locked in ice in the nearby wilderness. Traveling there, they discover that the tower’s master left many surprises behind for the unwary. Also available with e 5e solo conversion: https://www.dmsguild.com/product/247505/DD-Solo-Adventure-Menace-of-the-Icy-Spire-5e-Solo-Conversion Pgs. 4-22
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 Aumvor’s 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 “𝐏𝐚𝐫𝐭 𝟓 The Lower Tower”, 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.
The Clockwork Queen and the Dame of Dirt have been fierce rivals for years--but a brazen abduction sees the situation escalate dangerously. To put matters right, the party must scale an ever-changing clockwork tower full of weird magic and mechanical mayhem, and attempt a daring rescue!
The abandoned Tower of Ulvarum Orvernus stands atop an asteroid nearly a quarter mile in diameter, located roughly 5 million miles from the planet’s surface. The asteroid maintains Earth-like gravity and a breathable atmosphere, with habitable temperatures. This is all sustained through the harnessed power of a bound Air Elemental and Earth Elemental. If either of these Elementals are freed, the asteroid’s environment will quickly become inhospitable. The PCs may find themselves drawn to the asteroid through a forgotten portal, seeking a way to return home. Alternatively, they might be lured there by rumors of a powerful item or hidden knowledge within the tower’s extensive libraries. A multi-level tower filled with traps and strange encounters including animated armor, alien plant life, giant spiders, and a doppelganger.
This AD&D scenario is designed to be a humorous departure from regular adventuring. The "heroes" are a fellowship of monsters on a quest to recover a magical item for an orc chieftain whom they have displeased. Having lost the map given to them, they must gain entry to a frontier outpost - probably by sneaking through sewers - and recover the map from a locked safe in the commanders quarters. Once they again have the map, the monsters must travel overland to an abandoned elven witches' temple on the shore of a mountain lake, where they will find the object of their quest. Pgs. 23-32
Five distractions within the castle walls - The party's help is needed by several of the denizens of the local castle. Role-play and skill challenges, a new magic item, and a new monster. Published by Limitless Adventures.
Driven by Molo of the Five Wives, this adventure revolves around a test to determine membership into the famed Wizard's Conclave. Does the party have what it takes to pass this test, thus gaing them much needed access to the Conclave's resources? This adventure is formatted to both 1E & 5E gaming rules.
Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!
Even bad guys have heroes they look up to. The Silver Knight is a champion among the orcs, a title that is passed from orc to orc. As one falls in battle another rises, and the lineage continues. Forged of an ancient compact between deities of fate and heroism, the secret to the Silver Knight’s immortality lies in the signet ring worn by every Silver Knight. 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. The Silver Knight is one of these villains, and their adventure takes up 17 pages (pg 180-197). Published by 2CGaming
After a restful time in Queen’s Point you begin to hear rumors of some “lost city” being discovered. After speaking with some of the locals and visiting the library you become intrigued. Apparently Harvick was abandoned during the plague years and its riches were never recovered. Along with the regular valuables one would find in an abandoned city, it is rumored that an ancient artifact or two may also be present. Sounds like it’s time to strap on the adventuring gear and take a look around.
With the docks of Distant Turtle City behind them, the challenge of the city's castle still lies ahead. Ancient dwarven samurai were lords of the mighty estate, but now it has fallen to darkness. What secrets and horrors might be found there are disheartening enough, but with a city of the shadow dead at their backs, the adventurers have little choice but to put an end to Molo's corruptions once and for all. Come join the battle against legendary tortoise oni, stealthy gaint mantises, corrupted beasts, undead half-dwarven guards, and even a rumored shadow dragon! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Word has reached your ears that a relic weapon is nearby and at the ruins of Linthar Keep. Once a bastion of humanity the remains of this fortress is now home to roving bands humanoids that have been attacking nearby communities. Can your young adventurer brave the dungeon of the old keep and find the riches others have been unable to…..the famed SKULLCLEAVER blade!
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
Thane Tinewiner’s daughter has been kidnapped just before her betrothal and her love slain! Who will avenge this mockery? Can the girl be brought back alive? Is your PC brave enough to face this challenge alone? Surely a handsome reward will be at stake but more so the fame of saving a damsel in distress and the honor to go with it. Few clues are available and most of the Thane’s military are on the hunt for the woman so you’ll need a little bit of luck if you are to grab the honors and save the day.
Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141
The power of prophecy is given to few. Wise are they who guard this gift well, for those who thirst after such knowledge are not always men of principle. Bastion of destiny, the Tower of the Heavens stands silhouetted against the star-studded night sky. From within his darkened observatory, perched like an eyrie on the highest turret, a figure in white charts the course of a shooting-star as it disappears behind the snow-capped peaks of the Tegefed mountains. The old man smiles grimly to himself; the event foretold has come to pass! Power, glory, riches - it takes years to acquire them. The uncanny accuracy of their predictions has brought all these and more to the sages of the Tower of the Heavens. But what is hard to win is often easier to lose, and the future of the tower now hangs in the balance. For it is written that the day of reckoning draws nearer when a star falls.... TSR 9120
The outpost of Fort Dolor has experienced an unprecedented stretch of peace in recent times. Then nearly the entire garrison disappears on a supposed routine patrol, and the town— still on the frontier— is left nearly defenseless. Can the adventurers dig to the bottom of the mystery at Fort Dolor before they, too, disappear? Pgs. 82-103
HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Towers of Evil is the second in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower