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.
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?
A desperate father, a missing girl, and a simple investigation - but nothing is ever simple. As you peel back the layers of mystery, you uncover a dark god, vile sorcery, and a malevolent cult set to unleash horror upon the land... Horror in the House of Dagon is an enthralling and exciting adventure, with lots of role-playing, exploration, and horrifying combat encounters! This adventure is designed for 1st-4th level characters, and will take 3-6 hours to complete.
FVC12 – Trollhaven Manor begins with the party finishing up a retrieval mission and finding themselves enjoying the safety of Shadyhaven city. During their stay they are approached by a wandering cleric with an intoxicating personality. He presents the party with a strange item that he is willing to part with…for a price. The padre also offers to show the party where he got it only a few days away. Will the PCs trust this stranger to risk more wealth and fame? Will Trollhaven Manor provide more mystery than answers? Will the PCs pick up some of their famous grapes while they are there?
A city of burgeoning technology beset upon by intrigue and insurrection, Samon has been a thorn in Emperor Hitoshi's side since suffering in the rebellion against the Kengen Occupation, its wounds still fresh on the minds of its citizens. It is not beneath the notice of Hakaisuru Bengoshi however, and the adventurers are ordered by one such official to make certain that the Tazuki Rail company's doings are not curtailed by its increasingly aggressive laborers and their shadowy union, the Fangs. Little do they know that the bite of the fangs carries a far deadlier poison than any worker's ire! What you’ll find in Mists of Akuma: Fangs of Revenge: A complex cast of 20 NPCs beautifully illustrated by Nathanael Batchelor interwoven in an impressive tale of deceit, false trails, intrigue, and lethal adversaries The city of Samon, a settlement in the northern prefecture of Hakaisuru and home to Soburin’s most prosperous railroad company Four maps by cartographer Mike Myler: an isometric view of Samon, an isometric map of the Tazuki Rail Offices, a combat map of the Chujiang Gardens, and a combat map of the Tazuki Rail Basement The dangerous Mists of Akuma and the new misted condition The hengeyokai race and kitsune, nezumi, usagi, and (new!) hebi (snake) subraces The adeddo-oni and true hebi templates as well as a coterie of statblocks: adeddo-oni hunchling, adeddo-oni mage, adeddo-oni ninja, adeddo-oni samurai, factory worker, nuwa the brute (a true hebi), wajdet the charlatan (a true hebi), the many-faceted hengeyokai ninja, and the hebikontorora snake woman
"Ribbons of blood dance through the air, tracing wide crimson arcs before fraying into thousands upon thousands of bright red droplets. The cheerful tavern atmosphere evaporates in a moment, rent apart by screams and cries. A woman with grey hair stands near the bar, grasping at the dagger in her throat with fingers made slippery by blood. She sways and collapses. More screams. A man stands before her. He is holding the hilt of the dagger, but lets it slip from a gory hand as the woman falls. He freezes for a moment, then spins and sprints away, knocking aside people as he goes. A young, flaxen-haired woman at the back of the tavern cries out, “Stop him! Stop him!” as he approaches the entrance – the entrance where you and your comrades are standing. What do you do?" A lonely outsider murders a popular village local before a room full of witnesses. But could he be innocent? The Lurker Beneath Red Larch is a 4-6 hour adventure for characters of 3rd-4th level. It is full of roleplaying, problem solving and challenging combat encounters.
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?
A group of adventurers find themselves drawn to Axeholme, a small, desolate village with a rash of disappearances. An ancient burial mound nearby has been opened, its stone door found shattered, and, if the villagers are to be believed, the disappearances are the work of a wizard’s curse. But things are not always what they seem.
Riches beyond imagination await! Buried decades ago, the great treasure of the notorious Captain Jadescale is waiting at the Mistcliff. Though the exact location of the treasure is unknown, it’s said that the owner of the Shore of Dreams has clues about the location, although nothing is ever that straightforward when it comes to treasure. Can you unearth the secrets of the treasure of Captain Jadescale or will you be undone by its mystery? This 3 - 6 hours adventure features: • 18 pages full with social encounters, dungeon crawling, puzzles and a hint of mystery • custom art and handouts for your players • custom map with a DM and a player version • custom TashMob paper miniatures • new monsters, npcs & magic items A Dungeons & Dragons adventure for characters of level 5 to 7.
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.
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?
A small local area with ten locations and a big wizard dungeon with 19 rooms. The module is based around some rules lite system exclusive to the module, but for obvious reasons can be run in the system of your choice with little modification. (Some best guess approximations have been made for the creatures for search optimization.) Official description: "This adventure is a work of PARODY based on “Caverns of Draconis,” featured in Season 2, Episode 14 of NBC's TV series, “Community.” THIS IS NOT A TSR PRODUCT. This product was made in accordance with Wizards of the Coast's OGL Version 1.0a. The following game and adventure have been designed to reimagine what the fictional module featured in the episode might look like. This rules-lite RPG is meant to serve as an introduction for newcomers and fans of the show alike. The game can be played with 2-9 players and has everything you need to get started except for dice. "
An alternative way for the Directors to start their new Draw Steel campaign. Fight off the goblin bandits, survive the ravenous undead, and lift the curse from the town of Sour Falls. This short first-level adventure provides you with two possible combat encounters, a montage test, and a negotiation. From the Ashes is a short 3–4 hour adventure for Draw Steel, written for a group of three to six 1st-level heroes and the Director. This free adventure is an alternative way for experienced Directors to start a campaign. The adventure provides you with two possible combats, a montage test, and a negotiation. By the end of From the Ashes the heroes restore an abandoned town, gaining a base of operations that could lead them to future adventures.
Phandalin is a great location from which PCs can adventure. The information in this supplement can be used in conjunction with Lost Mine of Phandelver, After Lost Mine, other adventures set in and around Phandalin, or used to add more flavor to any town. This supplement has information specific to the local varieties of the creatures that inhabit the plains and hills in the area of Phandalin and provides new NPCs, backgrounds, feats, organizations, and adventure seeds that DMs can use.
The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078
Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.
Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with “Hellknight Hill”—a complete adventure for 1st- to 4th-level characters. Age of Ashes is a 6 part adventure that runs from levels 1 - 20, Maps are available as a separate product Disclaimer: This was the first Adventure Path released for the Pathfinder 2e system as such the difficulty curve is a little on the high end if run as written.
Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89