The Court of the Unseelie bundle brings you brand new dark fey themed 5e content! Normally priced for the individual items, this special bundle is provided with 84 pages of 5e content! Including: A 24 page adventure for parties of 7th-8th level 17 stat blocks and 1 new monster template 22 VTT-ready monster tok 10 new items with printable item cards 6 new spells with printable spell cards 7 battle maps 1 new player body graft 4 feats and 2 deficiencies 1 new full player class with 3 subclasses - the Tether: a spirit-lead melee class centered around leading your allies into battle and effecting the battlefield, as you develop a student and pupil bond with your Ardent spirit. 2 new player races - the fungal-folk Codycep and the badger-kin Mustel
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
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.
Some ports are more dangerous than the storm. It's alive, it's hungry, it's growing. And you're on the menu. Alone, out in the wilds with a savage winter storm bearing down on you, you need shelter to survive. You stumble through the trees and smell wood-smoke. Ahead you spot the small fortified trading outpost known as Jacob's well. You're not the only traveller to find themselves stranded here in the teeth of the storm. The only problem, someone has bought something with them, it's alive, it's growing, it's voracious and you are all on the menu. Think Aliens and The Thing and you're on the right track. Has potential to be scaled to suit a group of adventurers. Pgs. 8-23
Where have the staff gone? Why do the doors not lead where they should? What dark experiments were performed here? And what has become of the asylum’s enigmatic owner? During a routine train ride, the characters are halted by a powerful force within Enfri Asylum. Haunted by murderous doctors, revolutionary patients, and creatures beyond description, the characters must venture into the old hospital and put an end to the madness to reach their destination. The Monsters of Enfri Asylum is a 8 to 12 hour horror adventure for 1st to 5th-level characters.
Trouble stirs in the Borderlands. Khazra, Red Prophet of the Bull God, has united the fractious People of the Bull and proclaimed the promised time is nigh. The Bull God demands blood! Fanatics raid the outlying villages, farmsteads and towns for sacrifices. None are safe! Unbeknownst to Khazra, a power older than man stirs under the earth, fed by the blood of sacrifice. Can a band of unlikely heroes prevail where all before them have failed? Are they brave enough to face not just the minions of the Red Prophet, but the eldritch terror of the Obelisk that Thirsts? The land will suffer terrors lost to time--unless heroes step up and answer the call! A module for 3-6 characters of levels 3-5. This adventure includes a situation for a 4th level paladin to find their mount. The adventure includes new spells, monsters, and magic items. Published by The Merciless Merchants
War is looming between Nanch and the Fey. Those on the border are caught between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler! The adventure spans a series of strange and otherworldly encounters with the magical and surreal denizens of Greenwood—while under the incompetence, cowardice, and bullying of Pertrub (one of the King’s footmen). As the encounters continue, signs of the Earl’s fate are everywhere. The players must pick up clues and begin to grasp the realities behind them! The adventure features a number of visual puzzles with handouts to help the players solve them. This 20-page, stand-alone adventure includes a new class: the Wild Elf. The adventure is for low-level characters. It is not setting specific and can be placed near any ancient woodlands.
The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.
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 Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first of four parts in the After Lost Mine series and will detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.
The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, but within the last year, his regular communications have fallen silent. They are in search of brave (and discrete) adventurers to escort them around the peninsula for a health and welfare check. Are you brave and discrete enough for the job? A Four-Hour Adventure for 11th-16th Level Characters
With the rise of Tiamat threatening to destroy the world, the undead masters of Thay have approached the Council of Waterdeep to discuss the possibility of an alliance. But the Dragon Queen has agents everywhere, even in a remote keep on the Thayan frontier. A vampire noblewoman has been killed, and the characters are the prime suspects. To clear their names, they must find the real killer, and learn how even the undead may die… Murder in Thay is a 4-6 hour Dungeons & Dragons adventure for characters of levels 13-14, for use as an expansion of the "Mission to Thay" chapter in Tyranny of Dragons or as a standalone module. This publication comes with a map pack, a new magic item (the pyx of soul capture), and monster and NPC stat blocks, including two new creatures, the fearsome dread centurion and the not so fearsome undead cat!
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!
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.)
On the border between Anuire and the land of the Khinasi, the Three Brother Mages fight an ancient and immortal awnshegh, the Chimera. The game of cat and mouse has recently begun to draw regents from the entire region. Rumors say that the blade of the last Anuirean emperor, the Sword of Roele, has been tracked to the Chimera's domain, the Chimaeron. The fact that the Gorgon's armies are mustering in Kiergard seems to support the rumor. But choosing sides between the Chimera and the Three Brothers is not easy matter. If the chimera drives the Brothers out, the trade routes through the Chimaeron may be sealed, leaving the seas free for the Khinasi to monopolize trade. If the Brothers drive the Chimera from the magical sources that give her strength, they may establish a beachhead for the Khinasi traders, who are slowly gobbling up the lands of Anuire just as their own lands were once annexed by the empire long ago. Who will you and your comrades ally yourselves with? Who is the true enemy? Can you recover the Sword of Roele before anyone else does, and lay claim to the Iron Throne? This Birthright adventure is suitable for use with any party of three to six characters of levels 5-8, including at least one regent. You must have a copy of the AD&D game rules, the Birthright campaign setting, and the Cities of the Sun campaign expansion to play. TSR 3118
A wizard has kidnapped a young lumberjack... What macabre ritual will he preform with his blood? What devil will he conjure to occupy his body? In to what kind of aberration will he transform the young man? A maiden wants to recover her fiancé, a father wants to recover his son, a village wants to recover it's hero. The village anxiously hopes the road will bring courageous characters, who have the valor they lack to undertake the journey to the tower of the wizard. A caravan can be seen on the horizon... Un mago ha secuestrado a un joven leñador… ¿Qué macabro ritual llevará a cabo con su sangre? ¿Qué demonio conjurará para ocupar su cuerpo? ¿En qué aberración convertirá al joven? Una doncella quiere recuperar a su prometido, un padre quiere recuperar a su hijo, un pueblo quiere recuperar a su héroe. La aldea espera ansiosa que el camino traiga valerosos personajes que tengan el coraje del que ellos carecen para emprender el viaje a la torre del mago para rescatar al joven. Una caravana se divisa en el horizonte… Published by Caravana
The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102
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
A side-quest adventure - An abandoned keep in the forest provides a exploration sidequest, and an excellent base of operations for your party once cleared. Includes a great new monster and mechanic to repair the keep. Published by Limitless Adventures
A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238