An emissary from the dwarven community of Hearth-Home approaches the player characters, beseeching them to aid the dwarves in finding a powerful mage who might bring disaster upon not only their mountain fortress, but all of the Thunder Rift! Escape from Thunder Rift adventure leads the heroes into a dark dungeon where they may discover a gate between the valley of Thunder Rift and the World of Mystara. Packaged with a DM screen. TSR 9437
The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026
The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”
It’s a story as old as time. Boy meets girl. Girl meets abandoned well. Boy chases girl down abandoned well only to find horrors beyond their worst nightmares.. Perhaps those old tales about 'ol Grim Jack and Granny Hentooth lurking in a world below the water weren’t just silly children’s rhymes after all? The Weathered Well is a starting level Tabletop RPG adventure for the 5th edition of the world's greatest roleplaying game, centered around classic themes that feel familiar yet fresh to players of all skill levels. Designed to be easy to add into existing campaign worlds, this module takes the players through 3 levels of social, puzzle, and tactically focused combat encounters, and should take 10-12 hours to complete for a standard party of 1st-2nd level characters. The adventure takes the players through an open area town map, then into a more exploration focused dungeon crawl, and finishes up with a series of cinematic and challenging encounters, which combine enemy forces and the landscape to challenge the party and players alike. Designed for New Players and Game Masters! Getting started in tabletop roleplaying can be a daunting task. Learning the rules, finding the players, and convincing some poor fool to be the GM, all are difficult enough tasks on their own. We felt that there were a lack of adventures truly designed to be "1st level friendly" out there, and so got together to make The Weathered Well for just that purpose. This adventure is designed in a linear low-combat style which is intentionally helpful for low level characters and new players, and includes occasional blocks of DM Notes and tips to also aid Dungeon Masters new at their craft. It can be played both 'pick up and go', with many helpful block text descriptions, or read in advance for more appreciation of the backstory or for customization. The Weathered Well contains: 68 pages of highly illustrated adventure content, with detailed room and encounter descriptions. Three full-color maps printed within the book. The Black Root - a fully playable necromantic druid subclass, and the original builders of the Temple. Use them to create unique NPC's, or maybe even allow one of your players to play as a long lost member rediscovering their ancient temple! 13 new monsters, styled to fit the 'dark druids' theme; including bizarre fey creatures and monstrosities, like the Clawed Butterfly, Bliss Lizards, Weasel-worms, Zombie Oozes, and the vine wrapped crocodillian monster - the Hagator. 12 new magic items, specifically designed for low level characters. A mix of roleplaying, combat, puzzles, and skills designed to challenge but not overwhelm players of all skills. Multiple intro hooks, with matching wrap ups, as well as Further Adventures prompts. Published by Hack Shack Games
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
As the adventurers depart Honeyfest to go on their next adventure, one or more of the characters may suddenly come down with a terrible sickness. To make matters worse, as they make to leave town (or visit the local apothecary), the market square is suddenly thrown into chaos by a plague wizard and his pet otyugh spreading filth!
The tomb of the ancient barbarian prince Hammon has overlooked the village of Hammon's Creche for centuries. None have ever pierced its haunted portals, and the bones of all who have dared circle the hilltop surrounding the tomb. Yet rumours persist of fabulous treasure buried with the prince, including his legenedary axe, armour, and shield. But recently, miners who dug into the base of Hammon's Tor were never heard from again, and villagers whisper that the mines are now haunted by barbarian spirits. Could a new way have been found into the tomb? And what of the sightings of white-clad figures near the mine entrance? An adventure for four characters of 7th level. For 5th edition Dunegons and Dragons. This adventure features the 5th edition write ups of: blood amniote, caryatid column, crypt chanter, dread warrior, mohrg, the swordwraith template, the tombwarden template, and the umbral creature template. Additionally, the adventure includes a 5th edition version of three homebrew legacy magic items.
Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.
An exceptionally smart ogre and its pet dire wolf have figured out the easy life. Why loot and pillage, when with a few words of common, you can threaten and intimidate your way to comforts?
As a pair of fresh faced adventurers yearning to show the world what you have you can almost taste the action, but you haven’t found any yet. While on the road a local farmer tells you that the Thorp of Templeton is looking for someone to find their missing ferryman. While the farmer doesn’t have many details the thorp in question is less than half a day’s walk from where you are. As you wander down the road with your friend you both revel in a job as easy as finding a drunken boat captain!
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org
The village of Strangelight is on the border of the fey lands, and so its eccentric inhabitants are well-accustomed to magical danger. But now, a fiendish warlock and her devils are terrorizing the village, and only a hardy band of heroes can stop them... The focus is on exploration and social interaction, but it features an epic boss battle! This adventure has been thoroughly playtested, requires minimal preparation to run, and can be easily used with any Fifth Edition campaign!
Sinister Forces Terrorize a Town The town of Brindinford is in the midst of its annual street fair. Joy and merriment abound - until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition? "The Speaker in Dreams" is a stand-alone adventure for the DUNGEONS & DRAGONS® game. Player characters are in for a wild ride in this river town. Leave the dungeon behind: the terrors lurking in Brindinford are more challenging by far! In The Speaker in Dreams, the town of Brindinford is besieged by evil forces under the command of Ghaerleth Axom. A street fair is interrupted by an attack, which serves as a distraction for the villain's forces to attack the keep of the local baron. This provides an entry point for the player characters into the main quest to discover the secret alliances trying to take over the town. The Speaker in Dreams is an event-based, rather than site-based, adventure.
Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212
Stop the goatfolk, or watch the world be tread UNDER THEIR IRON HOOVES The goatfolk of Capra are a cruel, mericless race from the olden days. They sacrificed their souls to devils and swept the world like a plague, conquering and enslaving. The united races managed to enact a ritual and banish them out of time...but the Caprans have returned. Raiding parties strike from the wastes, stealing men, women and children in the night and dragging them off to Capran's black temples. Only the heroes can find out the Capran's true purpose and end the threat before the armies of goatmen sweep the world once more in iron and blood. Features 5 NEW MONSTERS designed to work together. Every combination is a new, interesting tactical challenge. UNIQUE MECHANICS: Each battle is presented on a unique battlefield. Will your players adapt or perish? ROLEPLAYING: How will players deal with the men who sell their brethren for a quick buck? Will they negotiate with the dark elves who have a tenous alliance with the goatfolk?
Penchant for Adventure – 5 takes a single PC and DM back to a popular ‘haunt’. With the normal group taking a little time off your PC hears of a gambling tourney in Penchant which coincides with the annual Reaping Festival. Give your player a chance to “howl at the moon” in this quick but dangerous adventure! Remember, Penchant is not for the faint of heart…but have no fear, the adventure is free so no risk in that regard.
The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.
To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311
The seaside town of Ashenport has a troubled past and a dark secret. If you spend a night in Ashenport, you just might not wake up the next morning. "The Last Breaths of Ashenport" is an adventure of survival and alien horrors. The adventure is self-contained and can be placed in any setting. Pgs. 70-105