The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
The unease penetrates deep in the heart of the town of Wildereach. Amalgamous bodies have been found, frozen, roaming, howling. A cloaked figure looms, suspected of snatching townsfolk when the midnight sun hits its darkest points. A creature of the deep tries to stop all that enter it's domain. Many strange happenings, here in Wildereach, is something bigger at play?
This setting brings the players to a community with a jungle atmosphere. Based offshore the city of Ru-Marta is a trading depot and religious center. Several independent adventures are also available for those PCs needing just a little more experience points to level up!
This adventure is designed as a side quest that can be inserted into an ongoing adventure or campaign. It involves a series of three linking scenes (and an optional fourth research scene between the others) that can be placed in between the action of whatever other event the party is undertaking. Ideally the scenes of this side adventure should be spread out and inserted into the game over several sessions of play.
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!
The woodland surrounding the village of Turvin is becoming a dangerous place. Strange lights and sounds have been coming from deep in the forest, and now people from the village are starting to disappear. Some evil force is turning nature against mankind, and it's up to the PCs to put a stop to it. A D&D adventure for 4th-level characters.
Something is killing the children of Weeping Hollow. Two chidren have already succumbed to a terrible curse, and now another has fallen ill. This tiny village is ready to tear itself apart; can the party discover the source of this evil before good people do something terrible? What are the children themselves hiding? A 6-hour adventure for levels 5-10 The adventure features focus on roleplay and story elements, with themes of mystery and horror. Scaled encounters for parties from 5th to 10th level. An evil tome, a magic item to wound or hex your foes--with a terrible unknown risk.
Be Ready with the Snapping Line... Just about every community, big or small, civilized or seedy, has at least one popular tavern. Folks may go there to relax or to look for work, to celebrate or to mope, to learn the latest or to forget. And while some may be willing to travel far from the comfort of their favorite watering hole in search of adventure, in the seaside town of Saltmarsh, they may not have to. At the Snapping Line Inn and Tavern: * Enjoy food, drink, gossip, a darts competition, and maybe a rousing bar fight. * Participate in a gambling night. Watch out for pirates! * Stop a dark ritual to save an innocent—and yourselves. * Come to the rescue when there’s an accident by the pier—and the predators arrive. Four linked encounters around a pier-side tavern for characters of levels 5-10. Playable individually, scattered throughout another campaign, or together as a four-to-six-hour adventure.
When the characters arrive at the fishing town of Estinn, they find it totally abandoned. Can they solve the grisly mystery of what happened to the town and stop a monstrous threat that lurks in the cold, deep waters of the bay? Born in Blood is a Lovecraftian horror one-shot for four or five 9th-level characters. It takes about 4-6 hours to complete and includes: -A gruesome mystery of betrayal and dark rituals -An underwater dungeon hidden beneath the sea floor -A harrowing battle with a newly born godling! -High-quality digital maps for use with virtual table tops
"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.
Seer has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. Hsing comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.
A group of beginning adventurers sets out to help the small town of Torlynn. This village has mysteriously fallen under a dreadful curse, a curse that has locked the area in a terrifying state of perpetual winter. The Burgomaster of Torlynn has discovered that the creature responsible is hiding in the ruins nearby, but he has been unable to do anything about it. Everyone he has sent to investigate has thus far failed to return. TSR #9342
After successfully protecting the crown in Part 1, the city council asks you to find and stop the demonic force infecting the thieves guild. Continuation from part 1 found in Polyhedron #22 Pgs. 13-20
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
East of the great city of Filbar is the Village of Xer. This large village is the gateway to the Eastern lands and the humanoid tribes. Xer was originally the army base for the Bloodrayne Conflict of 715. After the battle the wounded returned to the serene woods and some remained after that. Since then it has been a comfortable caravan stop for many weary travelers.
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
After a restful time in Queen’s Point you begin to hear rumors of some “lost city” being discovered. After speaking with some of the locals and visiting the library you become intrigued. Apparently Harvick was abandoned during the plague years and its riches were never recovered. Along with the regular valuables one would find in an abandoned city, it is rumored that an ancient artifact or two may also be present. Sounds like it’s time to strap on the adventuring gear and take a look around.
Tree houses are not just for kids. This roadside stop could well be your very last. These characters may be of any class, race, or alignment, although characters of good alignment have added incentive to rid the world of the evil depicted herein. The characters should possess only a low to moderate amount of magic, as too much will throw off the balance of the scenario. The Dungeon Master should pay particular attention to the viewpoint of the antagonists: three braggarts. This Scenario is designed to be used as the player PCs travel from one adventure to another, along the fringe of a swamp. The players should be given no introduction for the scenario. Treated it as an extended random encounter. The adventure takes place in the village of Rotting Willow and the nearby swamp. The village lies at the intersection of two trade routes. One route follows the edge of the Great Cypress Swamp and is well traveled because it is shorter (although not safer) than larger trade routes. A smaller route runs east and west, ending abruptly where it meets the swamp route. Pgs. 4-10