This 4 hour adventure for 3rd level characters begins in a prison cell where the adventurers must figure out a way to escape, acquire weapons and armor to defend themselves more effectively, and most importantly, escape a repurposed dwarven forge that has been appropriated by a fire giant who uses slave labor and even a captured red dragon wyrmling to smelt ore and forge an arsenal under the volcano Mt. Hotenow.
Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?
Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125
Centuries ago, a powerful wizard locked himself in his inner sanctum to dedicate his life to the pursuit of knowledge. His discoveries and magic remain sealed inside to this very day. Solve his riddle and unravel the fate of the wizard Maalzinabar and the sinister evil lurking in the depths. A 2-3 hour adventure for 5th-12th level characters
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.
This adventure is written with the intent that it takes place in the subterranean world called the Underdark in the world of Forgotten Realms, although it may be placed in other settings. Within the Underdark, Cyrog's lair can be placed anywhere though it is stated to be thousands of miles east of Gravenhollow. If you are running Out of the Abyss, you may want to have your players see the vision Cyrog Lives! Hail Orcus! (OOTA, 158). Additionally, it is recommended that this adventure be used for a party of 4 to 6 players, level 9 to 12. While merely hinted at through visions in Out of the Abyss, Orcus is roaming the Underdark unchallenged with an army of mind flayers at his disposal. Cyrog, the elder brain of a mind flayer colony in the Underdark has died. The demon lord Orcus has reanimated and taken control of it. The hive of mind flayers is now bent to Orcus's will through Cyrog as he strives to make all life in the multiverse into a vast undead horde under his control. The adventurers are contacted by a patron who gives them a special item (such as brain worms) to suppress their brain waves and make it possible to infiltrate the Cyrog's Lair without immediate detection. The adventurers must defeat or otherwise subdue mind flayers and a few guards, override the elder brain's mechanical defense system, and slay Cyrog.
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....
Part megadungeon, part underground expedition, Operation Unfathomable serves as both a one-shot adventure and a campaign framework. PCs are (optionally) drafted at swordpoint to recover the Nul Rod, a priceless artifact that was recently lost in a local prince's foolhardy attempt to destroy the Chaos Gods of the Underworld. The PCs have been drafted as an expendable set of pawns to venture into the vast and bewildering Underworld and retrieve the Nul Rod. With the Underworld's innumerable beasties being on high alert after the prince's expedition, the PCs must sneak through the incredibly dangerous Underworld. Fighting is not as important as stealth, fast-talking, and running away rapidly. This is the expansion from Sholtis's original Operation Unfathomable, released in Knockspell #5 (2011).
A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands? A four-hour adventure for 1st-4th level characters.
Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.
A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.
The gnome village of Clefton is built on the sides of a deep gorge, their homes built safely into the gorge walls. But for the past two nights Clefton has suffered the attacks of sightless creatures that crawl down the walls and steal away the gnomes’ loved ones. It’s up to the PCs to follow the creatures’ trail back to The Draigesgyrn Caves and put an end to their threat. As the PCs explore the unusual cave complex, they may discover the caves are the empty husk of a colossal dragon, buried many years ago beneath a landslide. In the depths of these caves they encounter the dread spirit of the dragon rider and an entrance to the Underdark. Will they seal the entrance or will they begin a new adventure deep underground? The Draigesgyrn Caves is a D&D 5th Edition adventure suitable for four to five PCs of 5th level and estimated to take 4-6 hours. The adventure could be set in any mountainous area. In the Forgotten Realms, it might be set in the Fairheight Range on the Moonshae Isles. The end of the adventure introduces an option to begin an Underdark adventure or campaign. Includes: A map of the dragon husk caves by EB Moreno Two new monsters for 5th edition – the ghoulish ooze and a grimlock shaman Four new magic items
Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure
"The Aboleth's Grotto" is a nihileth lair suitable for four 10th-level characters. The adventure can be completed in one session. The small town of Springwell harbors a secret that almost nobody knows about, and those who do conveniently ignore: it sights right over an unoccupied settlement of the deep caverns of the underworld.
A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.
As a member of a bold party of adventurers, you and your associates have trekked far into what seems to be a whole underworld of subterranean tunnels -- arteries connecting endless caves and caverns which honeycomb the foundations of the lands beneath the sun. Your expedition has dogged the heels of the Dark Elves who caused great woe and then fled underground. This module can be played alone, as the conclusion to module D1 & D2: "Descent into the Depths of the Earth," or as the third module in a series that forms a special extended adventure (G1-G3: "Against the Giants"; D1-D2: "Descent into the Depths"; and Q1: "Queen of the Demonweb Pits"). TSR 9021
The greatness of a dwarven citadel is measured by its greatness of wealth. The dwarves steadily work mines and forges to fuel the wealth needed to make their presence known throughout the realms. Unfortunately, this also makes them known to those that would seek the opportunity to steal their glory and riches. This story occurs in a place that has experienced this struggle for millennia. New threats emerge as old threats become rivals through the tides of time. This story... your story... is another chapter of this ancient struggle.
The Case of the Kidnapped Cartographer A dear friend of the party has gone missing; Boddyknock the gnome cartographer, supplier of maps and charting equipment. Can the party solve the mystery of his disappearance? Do they have the bravery to delve deep to recover their lost ally? What horrors will they uncover in the cavernous expanse beneath their feet?
She ran. Where to or for how long, she really couldn't say. The little flame of her oil lamp sputtered and went out a few times. She'd snap her fingers and make the wick flare to life, but she may as well have ran blind. The hallways were pitch black with soot and choked with smoke, every turn was a guess and every corridor a gamble. Unnatural screams echoed from every direction. Left, right, left again, was this the south or north end of the labyrinth? She had no idea. The next turn brought her face to face with a doorway completely consumed in blue fire. The room beyond was so bright she had to look through her fingers at it. A shadow covered her, a shape in the doorway: a hulking creature with a wolf-shaped muzzle and enormous pincers for hands, wreathed in the same blue flames. The screams were getting closer behind her, too. They had her cornered, again. The demon slammed its shoulders through the narrow opening, splintering the wood and stone. She dropped the lantern and let the wand in her sleeve fall into her waiting hand. With a word of power and a gesture, she appeared in the familiar bedroom: stuffy and reeking of wood smoke. She'd have to try again tomorrow, if she could remember. During an exploration on the sixth level of Undermountain, a strange invisible creature leads to a series of collapsed chambers that hide a forgotten secret and one of the most devastating forces known to the multiverse. Marambra Nyghtsteel, the forgotten apprentice of Halaster Blackcloak, has been locked away for an age deep within Undermountain. What point and purpose her forced seclusion has, only Blackcloak may know. When a spell consuming blue fire, known as The Spellplague is trapped within the chambers, a series of events have left Marambra, lost in her madness, struggling to survive.