Your previous adventures on in Denali has raised some questions about the ruling body. After an assassination attempt and the recovery of a note, the PCs are led east out of the city. Will their trip to the eastern lands fill in the blanks or end in disaster? If successful their fears may be realized or unfounded…
Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...
Deep in the swamp, villagers claim something unnatural is happening at a large manor on the edge of town. A suspicious owner whose wife died years ago is attempting something dark and terrible, and it's up to the party to stop him. The true fun of this adventure lies in the house itself, which is filled with hidden references and homages to the works of Edgar Allan Poe, with the author himself filling the role as the suspicious home owner.
After carving out quite the reputation, you and your associates have been summoned to meet with the local regent. As you wait in the audience chamber you notice that the furnishings appear to be in the middle of an upgrade. After being introduced to the slovenly king, his vizier explains the task ahead of you. Apparently the monarch wants to decorate his throne room and wants a Giant Ape as the showpiece. As luck would have it, rumors point to a nearby island in the Jarteach Mere…
Beneath our feet is the mythological hollow world – a realm of dense jungles, putrid swamps and rugged mountains. Here a brave party will struggle for survival as they seek to fathom the unseen expanse and to prevent a once defeated god to rise again. ‘Journey to the Inside Out’ can be played as a stand-alone scenario or be used as the first installment in a trilogy of connected adventure modules each taking place in a different era. The scenario can be used with Swords & Wizardry or any other early variant of game rules. Inside you will find: • A 40+ page old-school module with a layout optimized for fast and easy interfacing. • A challenging lost world setting with the possibility to toggle the complexity. • Alternative suggestions for entry to the hollow inside. • Downloadable maps for both players and the Referee. • Story-points for a guided scenario and tables for sandbox and hexcrawl-style play. • Advice for an ongoing campaign. • Locations allowing the PCs to travel to another era within the setting. • Unique new creatures. Published by CTM Publishing.
The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.
A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.
Silas Cusk built a menagerie of magically reconstructed saurians on a tropical island and sold tickets to it. The party arrives as VIP guests on preview day — the same morning Cusk's former partner steals the diamond that powers every containment ward on the island. The wards go dark, the cages open, and the island has two hours before its magical foundations give out and it slides into the sea. A complete, ready-to-run one-shot for a small table: 2–3 players, levels 2–3, one 2–3 hour session, zero prep. Eighteen named scenes across four acts, with a branching second act (a subterranean stealth route or an exposed aerial one) that reconverges so nothing is gated behind the choice. A visible 0–10 tension meter — the Containment Instability Index — climbs as the island fails and sets the severity of the finale. The apex predator is not a villain: it is a construct whose control collar overloaded when the diamond was stolen, and it is in agony, not hunger. The three-phase boss has a discoverable weak point and ends in a single-round choice between three fully written endings — destroy the island's heart, restore containment, or free the beast — none of them clean. Includes 8 SRD 5.1 creature stat blocks, 4 NPCs, 4 ready-made characters (any two form a viable party), 6 battle maps, 6 opening hooks, 6 contingencies, and 5 campaign seeds. Every encounter is tuned and stress-tested for the worst-case small table.
You are hired by the Greenskull orc clan as merceneries to assist in the eradication of a firblog settlement from the swamp the orcs need to conquer in order to survive. You are first sent in to retrieve the bodies of scouts that never returned, but you soon realize that something wicked is going on in the swamp. Will you escape with your lives, or will you also become a victim of the Druid's Curse?
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
You’ve arrived at the small community of Smentz (15 locations!) to regain strength after your last adventure. While speaking with the people of the small village you catch wind of some ruins across the river that may have a mine or cache of ore and ruins to investigate. Your group is not the first who has had interest in searching but those that have ventured east have not returned. Are you ready for a bit more adventure?
“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.
30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
Famous hunter and Resident Hero Task of Alivast welcomes you on your journey to becoming an adventurer.However, when his son Tarusk is kidnapped he will need your help to get him back. Yet something stale is on the wind. A cult following an evil Demi-god stands in your way and help may come from an unlikely place. Thus begins the quest of a lifetime for you and your fellow adventures. travel through forests, cold mountains, and even a trip beyond. Meet NPCs of original creation and some you may know of. But be ready, for sometimes... You may need to peer beyond what is before you to live. This is the first of a series of fan modules I'm working on. SO ENJOY! I have 6 planned so I hope you will be patient with me. Either way, I'm sure this small adventure will entertain you. Thank you to the Unexpectables Crew (Monty, Connor, Zito, Gaijin, Taka, Ed) For inspiring me with a world and characters I want to write about. Thank you to my Beta Readers (Tixdixl, Magologue, and KingKiwi). You were a great help. Thank you to the fans who allowed the show to go on for so long.
Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.
Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.