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.
Candlekeep is under siege, and it needs adventurers to help protect it! Heed the call to defend the legendary monastery and stand against the tide of evil. Confrontation at Candlekeep was used as a D&D Next playtest for D&D 5E. It was released to organized play Dungeon Masters in August 2013, and ran at Gen Con, PAX, and other major conventions. The adventure includes rules for running multiple tables, but can also be run for just one table. The attack on Candlekeep by forces of Asmodeus is tied to the events in Ed Greenwood's novel about the Sundering, "The Herald."
The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.
Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.
Short free/pwyw adventure for Shadowdark RPG or similar roleplaying games. Months ago the snow elf princess Ysren was pressured by her mother to begin accepting suitors. To thwart them, she vowed her suitors that anyone who brought her a piece of the moon would have her hand in marriage. The sorcerer-prince Sandor of Excelsis took up the challenge & began building an ambitious spiraling tower atop the highest nearby peak. Once it was high enough, he would begin a ritual that would open a portal from the top of the tower to the moon. One cold day all communication with the tower seized & the “Spiral Prince” has not been heard from ever since. King Galian has sent men in search of his lost prince, but none have succeeded in besting the frigid mountains. He offers a hefty bounty for the return of his son. Will you brave the rime-covered cliffs of Mt. Excelsis to save the prince... or perhaps scour his tower for arcane knowledge & regal wealth?
Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!
A storm brews above Nexarin, a town known for its perfect weather, bountiful harvests, and always-clear water. However now, flames cover the street, earthquakes level buildings, and a rotted stench fills the air. A wicked void mage attempts to use the town’s power for his own gain. None can stand against him and his legion of wrathful elementals… Get ready to Draw Steel! In this unofficial 1st-level adventure for the MCDM RPG Draw Steel, fight through never-before-seen elementally imbued Iresouls as you save Nexarin, discover powerful artifacts that convey boons you can use throughout the rest of the adventure, and face down the fearsome void mage Lord Cawlmire. This product contains: - An adventure that takes 6-10 hours to complete and that is designed for 4 players (with suggestions to adjust for more or fewer players) - 12 brand new statblocks, including 4 minions, a powerful Void Mage, and Iresouls for all 7 elements - 5 encounter maps specially designed for Draw Steel, each with unique and interactive terrain effects - Encounter sheets for each encounter, helping the Director with quick references to statblocks, terrain effects, and combat objectives - 2 unique treasures, including a Void Amulet for spellcasters designed to grow with you through adventures - Rules for rebuilding Nexarin after the events of the adventure, and lasting benefits for doing so
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.
April, 1453. For a thousand years, the Byzantine Empire has been civilization's guardian, carrying on Rome's legacy. Now 100,000 battle-hardened Turkish warriors have surrounded the great city and are making ready to storm its mighty walls. Find the young empress - if she even exists. Stand alongside the last Roman emperor in a climactic fight to the death. Fight Vlad the Impaler, nastiest of the Sultan's allies. Meet the Eastern world's most exotic temptress. Wield new weapons: Greek Fire, arquebuses, and the Great Cannon. And as the Turks pour into the breaches, opportunities to hack abound. A stand-alone adventure, or use its detailed background as source material for your own campaigns! Published by Avalanche Publishing
A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61
Life was quiet and simple in the village of Sandford before the curse; people reported hearing voices in the woods; others dreamt of a tower, white like bone. Then people started disappearing; seasoned loggers and trappers who knew the forest like a second home. Something is spreading its evil around Sandford; could it be that tower? And can your party help save the village? "Tower of Tragedy" is a stand-alone adventure designed for 4th level characters, that involves elements of forest exploration and a short dungeon crawl. "Tower of Tragedy" promises a compelling story, interesting mechanics, and engaging battles. Includes full description for the Village of Sandford, the adventure, a new monster, and two new magical items.
The small village of Angst in western Famore has a humanoid problem. A missive on the message totem is calling for help to dispatch these pesky raiders. It is believed that they are working out of the abandoned Opair Keep. Locals gasp in amazement as the locale is well known to be cursed!
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.
From time immemorial, the rulers of the mortal world have been counseled and tempted by capricious primordial spirits who rule over the elements. The greatest and most sinister of these was a half-kraken medusa known as the Maelstrom Queen, who sought to supplant the mortal races with her own line of immortal tentacled monstrosities. On the verge of her ultimate triumph, when the leviathans at her command rose from the depths, a legendary assassin murdered the Maelstrom Queen in her half-submerged palace with her own weapon. But the primordial mistress refused to let something as trifling as death put an end to her designs. Every 13 years, she regenerates enough mystic power to rise again, and the world’s greatest heroes are sent to murder the Maelstrom Queen once more.
In the Tower of Yladhra the Grim, a party of adventurers braves the dangers and puzzles of an enchanted wizard's tower, and finally confronts the wizard herself. The adventure is designed for a party of five adventurers between levels five and eight. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Aftermath - Ideas for future adventures based on this one. Unique Magic Items - New magic items to introduce into a campaign. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here.
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.
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
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."
The Lotus Blossom Steppes have long been a land of disjointed tribes, squabbling with one another for central rulership. In the past, great rulers laid claim to the Steppes, bringing the tribes under a single banner for a great purpose—be it under the terrible dictatorship of a half-rakshasa khan or an enlightened visionary khan that leads the tribes beyond the borders of the Steppes. Yet there is great power tucked away behind the tribes’ individual banners. All it takes is an individual with enough ambition and enough power to change the destiny of the Lotus Blossom Steppes... and one ambitious man is on the hunt for the fragmented powers of the NewGod war. Can the PCs put an end to a rising warlord's ambitions, or will the Lotus Blossom Steppes fall again into tribal conflict?