Looks can lie as well as words. Magical minotaurs? Mutant giants? Vampires? One or more of these is preying upon the caravans, and you're going to stop them. A band of ogre magi took over an abandoned dwarven stronghold and have started ambushing merchant caravans. Their leader, Krugii, wants to gain enough power to eventually control a kingdom. In his quest for power, he has bonded a young bronze dragon and has accelerated its growth. The ogre mages all have different personalities and different forms that they prefer to polymorph into. The PCs are hired to take a caravan through Deception Pass and protect it against the random monsters that have been marauding lately (actually ogre mages in disguise). After protecting the caravan, the players track the attacks back to the stronghold of the ogre magi and clear it out. Pgs. 40-62
The goddess Erathis has never seemed the sort to demand the sacrifice of mortals in exchange for safe trade routes, but that’s exactly what her high priest has demanded. When a local ruler asks the characters to investigate the high priest, a chain of events is set in motion that could shake the city of Wyllea, and the church of Erathis, to its core. This adventure makes extensive use of roleplaying encounters and skill challenges, with fewer tactical combat encounters. There is a substantial focus on politics and intrigue. The Tariff of Relkingham is written for 3rd level PCs, but contains advice for lowering or raising the starting level from 2-4. It also contains a system for calculating an advantage or disadvantage in the final fight based on the players' actions during the adventure. Pgs. 83-103
A magical storm builds over the Anauroch desert bringing portents of death and destruction to Faerûn. Giants imbued with the power of death itself threaten to permanently destroy the giant Ordning and small folk in their wake. Can you stop these unnatural giants and those that seek to control them? A 2 Hour Adventure for 17th-20th Level Characters. Optimized for five 18th-level characters.
The Ghost Tribe of Orcs have been driven from their home under Wyvern Tor by some terrible evil and have traveled to the top of the hill overlooking Phandalin where they camped last night. Their chief, driven mad by unknown horrors, prepares to attack the city and claim it as his new home. The heroes, who raced to the town ahead of the orc tribe, spend the night helping to prepare defenses and rest when they can. Can the heroes help defend the town or will the orcs wipe out the inhabitants of Phandalin? Once the town is safe, how will the PCs handle a moral dilemma? Orcs Invade Phandalin is the second of four parts in the After Lost Mine series. It will play out the invasion of Phandalin using the new mass combat rules from Unearthed Arcana. Part III will be the trip to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove the orcs out.
The Blood of a King The king is dead. All hail the king! The nomadic cattle-herding tribes of Shoma now meet at the Horns of Ngura to sacrifice gold and choose a new tribal king based on a series of ritual ordeals. Will you sneak into the temple of the Bull-God to steal its treasures, or will you participate as a champion in the Trials of Ngura? Savage Swords and Sinister Sorcery "The Trials of Ngura" is a stand-alone sword and sorcery adventure module, inspired by the pulp era tales of Robert E. Howard and Clark Ashton Smith. Venture in the footsteps of Conan the Cimmerian, Satampra Zeiros of Uzuldaroum, Imaro of Nyumbani, and other fabled thieves, reavers and slayers! Written for the Fifth Edition (5E) of the world's most popular roleplaying game, the adventure in this book can be easily adapted to any fantasy roleplaying game ruleset or edition.
The Godless Depths For the first time in eons, ancient aberrations are emerging from the deep ocean. Driven by some otherworldly fervour, they encroach upon the local villages, searching with beady eyes for anyone linked to the Gods. Even now you hear rumours of kidnap, men and women dragged kicking and screaming into the depths.
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.)
A green dragon called the Dawn fancies herself a deity and has attracted reptilian followers that raid elven settlements. The PCs must find her temple in the woods and end the threat. Pgs. 78-83
In the parched desert sands, a mirage glistens invitingly on the horizon, but the nearest water is a hard day’s march in the opposite direction. You swear you smell the faint wet smell like coming rain when the wind shifts just right and see the stars reflected off some far lake at night. There’s no water here, just a lone sandblasted pillar, its features smeared by centuries of sand. Smell that? The brine of ocean mist? Here? Is the pillar made of coral polyps and mollusk shells? What is this place? An aquatic temple magically transported to an arid environment. Based on the author’s one-page map that was published in Knock #2 by Merry Mushmen. Published by Duvelman Dice.
Two days ago while in the Village of Balis you heard a rumor of an abandoned monastery. With such a deserted location already so close at hand one could not refuse the temptation of checking on its possible gains-whether it is treasure or knowledge that is to say. Yet the gains must surely be worthy of someone as adventurous and brave as yourself. Through further investigation of the rumors of the townspeople you have discovered that the old monastery is said to be haunted with the dead walking the grounds. Directions were located and after a final day’s praying you set out to locate the Monastery of the White Rose.
A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25
Something is wrong in the endless gloom of Skullport, and the Baron of Blood has tasked you with setting things right. The vampire Masked Lord of Waterdeep, Artor Morlin, has found a temporary home in Skullport. After having his home frequented by treasure hunters, he has employed adventurers to find him a new home. Part One of the Undying Threat trilogy.
Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.
Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by expanding the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. Some things are best left untouched, and some secrets are best left untold. One such secret is the location of the resting place of the traitor Ellowyn Blacktree. Her body has lain undisturbed for centuries, undead but immobile, in the prison the elves created for her. The elven histories tell that Ellowyn was a powerful wizard back in a time beyond human reckoning. While others worked diligently to learn magic, Ellowyn's arcane powers came to her quickly. In her youth, she called this a blessing from Corellon Larethian, and she worked diligently to serve him for the good of all elvenkind. In time, she became one of seven female elves entrusted with the care of a mythal, or elven place of power, devoted to preserving the balance of magic and nature. But Ellowyn, it is said, kept a terrible secret of her own: She had fallen in love with a drow whom history knows as Orith To'rellen. One dark winter night she betrayed her sisters, Corellon, and all of elvenkind by allowing Orith and the followers of Lolth to overrun and defile the mythal. Ellowyn herself was then betrayed by the drow, who abandoned her on the surface near a vampire's lair as they returned to their home in the Underdark, leaving her to face certain death and elven justice alone. In the depths of their grief and anger, the elves sentenced Ellowyn, perhaps unwisely, to dwell forever in the darkness that she had chosen, thus ensuring that she never followed the normal path of life and death that most elves take. Many elves died at her hands before they could restrain her. With terrible spells rarely seen even in that ancient time, they bound her in an underground crypt far away from any living thing. There, the legends say, she waits, nursing a terrible hatred against elves, drow, Corellon, Lolth, and especially Orith To'rellen.
Your time on the mainland of Calentria has come to an end and with an appropriated ship you find yourself approaching a collection of island in the middle of the ocean. Some of the sailors that have ventured into this area before report there may be a language barrier. As you approach a large land mass a dark shape in the sky seems to take notice of you…
Why would a town refuse to be rescued? A highland town faces a greater danger than can be imagined - and no one wants your help against it. In a remote village in the desolate north, a spate of murders and kidnappings has the town on edge. A woman named Gwendolyn goes missing and it is suspected that Albee is the perpetrator. However there is a conspiracy in the village that the heroes must unravel, to which they discover is actually the sinister plot of a devil worshiping cult. Pgs. 33-43
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.
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
An artifact belonging to an ancient couatl god has been stolen from his shrine. Can the characters recover the Fangs of Oatali before the god's wrath unleashes a devastating cataclysm upon the jungle? Fangs of Oatali is a pulp-action adventure set in the jungle and includes: -Stealthy raids, hidden enemies, and the clash of two primal gods -Angry pterodactyls, massive sinkholes, and earth-quaking magic -Combat cards for each monster, PC, and special treasure -Beautiful, hand-drawn maps by Beware the Wizard, as well as high-quality digital maps for use with virtual table tops
Hundreds of years have passed since the great war of Valhalla, but the repercussions are known throughout the lands. The Valkyries were once Odin’s greatest warriors who ferried the dead to the eternal resting place of Valhalla. Odin tells it that their duties asked too much of them and their minds were corrupted. In fits of uncontrollable rage and anguish, they began to slaughter the warriors they once protected. Only four Valkyries survived the war; in their cowardice, they fled to Midgard and hid amongst the mortals. You have been tasked with finding the last Valkyrie and destroying her, once and for all ending the Madness of the Valkyries. But there may be more to learn in the once-great halls.