A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.
Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But fate takes a hand as a noble djinn seeks to fulfill an ancient wish... In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes. TSR 9584
A short mystery adventure with only two combat encounters: An archfey has placed a curse on a small hamlet, putting all the adults to sleep. The PCs must talk to the children to learn what's going on. When they get too close to figuring it out, boggles attack. Eventually the PCs realise they have to compose a short verse of poetry to wake the adults. When they do, an avatar of the archfey attacks in one last attempt to stop the PCs.
One page adventure, one page map. A necromancer desiring to increase her undead army has unleashed a zombie horde on a remote village. Patch, one-eyed dog of Duff the blacksmith, survived the village massacre which turned most of the inhabitants into zombies. The dog lost his eyepatch in the confusion. If a Speak with Animals or similar spell is used or if a character can read animal emotions well, Patch may tell the location of some of the zombies and the massacre's survivors. Adventure hooks included. Published by Wicked Cool Games
The remote asteroid town of Darkfall harbors a terrible secret. In this adventure characters will have the opportunity to reveal the mystery behind the strange occurrences that have been plaguing the residents. A Two-Hour Adventure for Tier1 Characters. Optimized for APL 3. All maps, tokens, and VTT files are included. CONTENT WARNING: Abduction, Sacrifice, Horror This adventure has the three pillars of play, combat, exploration, and social, with suggestions on how to adjust as you need. Matt Brown, a highly talented D&D adventure author, is thrilled to unveil his latest work, "The Horror in Darkfall." A spine-chilling sci-fi adventure designed for 2 hours of play and a Tier 1, perfect for those who love the three pillars of play. With a silver ranking for his D&D adventure, "The Last Resort," Matt has a proven track record of crafting captivating stories in the genres of science fiction, fantasy, and mystery. He is a true lover of all things fantastical, and his unique adventure is guaranteed to keep D&D players on the edge of their seats. When he's not weaving tales, Matt can be found enjoying time with his beloved corgi in the Boston area.
Follows DLQ1 Knight's Sword. Rumors are circulating that Flint's axe has been seen around Hillhome. It is up to the player characters to solve the mystery and find the legendary battle axe of one of the Heroes of the Lance. TSR 9382
The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by Seer (via Hsing) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.
Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…
A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.
'The Sunken Village of Little Corth' is a 2nd level Dungeons and Dragons adventure centred on a time-paradox puzzle. The PCs travel across a necrotic marsh (the Grey Creeping) to a sunken village where, upon being transported back 2000 years into the past, they must prevent a necromancer freeing Orcus (demon prince of Undeath) from the imprisoning veils of the spirit plane. If only it was as simple as that, for the PCs must also contend with deactivating a giant mechanical orrery, and be sharp enough to realise that the useful items that helped them survive the Grey Creeoing must be found and placed for their 'future-past' selves.
Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.
The sleepy forest town of Aulbesmil has seen better days. Orcs and monsters lurk in the woods now, but the real menace hides in the town itself. The PCs arrive in town to investigate a mysterious tragedy that has befallen the townsfolk. As they explore the town, they learn of other strange happenings and must assemble the puzzle to figure out who is responsible for the thefts and disappearances. Eventually, they track down the baron's culprit and bring him to justice, as well as liberate the captive nephew of the Baron. Pgs. 16-28
After escaping the oppressive rule of the hobgoblin empire, a tribe of goblins stumbles across a long-abandoned iron mine that would make the perfect home for them, if only it wasn’t already full of dangers. What lurks in the mine is however a secondary problem for the goblins, as they know that hobgoblin scouts will be hot on their heels. Looking to gain a valuable ally, they turn to the local town of Cathric for help. Under orders from the Marquess of Cathric, your band of adventurers is tasked with ensuring that the mine can provide a steady source of iron. Of course, this will mean helping the goblin tribe to get the mine working and defending them from their old masters. Your players will have to face off against the monsters in the mine, a hobgoblin scouting party and some over enthusiastic mining equipment, all while trying to put on a brave face in front of three trainee goblin fighters. Content warnings: spiders, enclosed spaces, displaced populations, authoritarian regimes. It is also implied that a monstrous creature is wounded by another monstrous creature.
A 38 page adventure for three to five first level Draw Steel heroes. This adventure contains six combat encounters, one negotiation, and two unique leveled treasures. It features a Thorn Dragon, Radenwights, a cult with unique Malice features, two possible retainers, and one village.
The village of Dreigrenzdal has an enormous problem! On the morning of the town’s annual Spring Market Festival, the chieftain of a clan of neighboring stone giants is found asleep in the town square. When all attempts to awaken the giant fail, the characters must venture into an enchanted grove called the Cradle Wood to search for answers. There, they are caught up in an ancient feud between a hag named Goodie Grimjaw and her wicked sisters. Can the heroes help Goodie maintain the sorcerous ritual that keeps her evil sisters in check? Or will the party fall prey to the machinations of Goodie’s cursed elder sisters, Gertie and Grizzie, and their steel-toothed, construct minions?
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
From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
Razmir the Living God used his power to conquer an entire country; now he and his mask-wearing priests enforce peace and generosity—though some say their tools are intimidation and fear. His worshipers preach charity and self-worth, blaming rival faiths for crafting lies about the glories of the Living God. Now the cult has come to the city of Tamran, feeding the poor and promising happiness to those who serve Razmir. Yet ugly rumors persist of bribery, extortion, and strange disappearances associated with the new temple. Are these stories just gossip and lies spread by rival faiths? Or is the church of the Living God more than it seems? Part Two of the Price of Immortality trilogy.
FT – Earldom of Curwood is a companion to Filbar offering FQ8 – Uprising of the Undead! This supplement gives an overview of one of the major cities in the Duchy of Bast and is the starting place for FQ8. The community is known for its diverse economic structure and makes for a nice respite for weary adventures!