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
This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.
Madness in Freeport, the final part of the Freeport Trilogy, details the final confrontation between the PCs, the Brotherhood of the Yellow Sign, and Sea Lord Milton Drac. In Part One, the Drac invites the PCs to the Grand Lighthouse Ball. Careful investigation can reveal the secret purpose of the lighthouse. In Parts Two and Three, the PCs must recover a powerful artifact to thwart the Brotherhood's plans. They must pass through an infamous pirate's hidden caves, then search a sunken temple of the serpent god Yig. In Part Four, the heroes must enter the Grand Lighthouse, AKA Milton's Folly, in a race against time to stop the Brotherhood's world-shaking master plan from coming to fruition. (Bibliographic note: This adventure was originally written for v.3.0, and later updated to the v.3.5 rules. The revised versions of Death, Terror, and Madness in Freeport were reprinted in an omnibus edition, along with two shorter filler adventures, as The Freeport Edition: Five Year Anniversary Edition.)
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!
Manthrak's Malicious Steamroller After an experiment with a teapot goes wrong, a wizard's tower rolls through the forest, crushing all beneath it. Its owner, Manthrak the Meticulous wants it back. It's up to you and your companions to stop the tower's rampage before something even worse happens. Manthrak’s Malicious Steamroller is a short, high-octane one-shot adventure module for a party of four or five 4th level characters. With no setting specific details, it can be easily dropped into any campaign, or run on by itself for an action-packed escapade. Included: Full-color 13-page PDF Virtual tabletop maps - Gridded & Non-gridded Accessible & print-friendly PDF A fun, unforgettable experience
This campaign was created as a response to comments from some friends of mine. Though they were avid board game players, they didn’t want to try D&D because it seemed like too much of a time commitment with too many rules to learn before getting started. This campaign uses stripped down characters and a simple campaign, and was made to give them a chance to try it for half an hour on a regular board games night. I’m putting it online in the hopes that other people can do the same with it and expand the community. Inspired by /u/plaintreality of Reddit.
Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable—shuddering, squirming, and sentient. The Stormcrows, responding to the psychic cry from the stone, dispatched a force to retrieve it. The attackers descend on Wellspring, slaughtering and destroying in the search for their treasure. PCs can come to the town’s defense and repel the horde. A priestess of Ioun then turns to the heroes to find the item the monsters were seeking. From the recovering town, the heroes cross the wilderness to the Kaorti Temple. The trail ends at a ruined tower overlooking a deep ravine. Inside the tower, the heroes must overcome the terrible creatures in their search. In the end, they find the relic has been stolen.
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.
Deacon Manor used to be a friendly and welcoming place. Often hosting nobles from far and wide as well as supporting the local community of Fettercairn. However, since the return of Lady May, and the unfortunate death of her parents, things have changed. Very few people visit now and those that do never return... Published by Fortiter Games.
Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thieves’ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27
The bustling metropolis of Saydown City is the largest settlement in the Denali land and home to the current ruler King Pellet. As your party reaches the watery entrance a huge iron statue guards the docks. Upon closer inspection you notice that the item is actually a golem. After continued investigation you discover that the ‘heart’ of the creature has been stolen and you accept the job to uncover the loss!
BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.
Haedirn Lastlight is a respected elven wizard and sage. After the death of his lover Lyonthel, the elf has been overcome with grief and has locked himself away in his study- a small manor on the cliffs of Wailing Crag. Haedirn has not been seen for over a year now, and those that knew him are beginning to worry. Worse still, a band of ogres has been terrorizing the nearby town, slaughtering the town folk and haughtily boasting the elf wizard is dead. The PCs must put a stop to the ogres' attacks, make way to Wailing Crag to root out the rest of their gang, and lay Haedirn Lastlight's tortured remains to rest.
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.
Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49
Something evil is devouring the souls of the living in Chult, but before the characters take on the horrors in Tomb of Annihilation, they must first uncover the death curse’s origin by braving a lich’s tower in the Cloakwood. This introductory adventure is designed for a party of four to six 1st-level characters, who should advance to 2nd level by the adventurer’s conclusion. It is a prelude to Tomb of Annihilation that should take about 2 to 3 hours. This product includes Fantasy Grounds files for the adventure. What Inspired Cellar of Death? The introduction of Tomb of Annihilation states Syndra Silvane learned about the Soulmonger from the Harpers, who “received their intelligence from a lich.” This adventure is the story of how the Harpers gathered that information. Cellar of Death has a second purpose: to give characters a greater stake in the outcome of Tomb of Annihilation by creating an NPC they love. The death curse kills this NPC, giving the characters a personal reason to go to Chult.
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078
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
In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).
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