A band of evil fey, led by a corrupt bralani, has raided an eladrin city and kidnapped several respected elders. The fomorian king claims the rogues don’t act on his behalf, but the eladrin city threatens the fomorians all the same. To prevent war, the PCs travel through the Underdark of the Feywild—a wondrous place filled with the beautiful and the horrifying—in search of the evil fey and their captives. Pgs. 96-101
This is a trapped corridor which can be dropped into any castle, dungeon, ruin or underground adventure. It features full rules on how to scare the living be-jesus out of your adventurers and have sone great fun with them too. Get ready... as the 'Umber Eyes' is ready to receive you...
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
Far below the Fields of Petrichor is a vast cavern containing the skeletal remains of a long-dead Sonorous Titan, a whale-like beast that once floated through the skies of a lost age. Amongst the bones are ravines and grottos home to bizarre creatures and lost treasures that are as beautiful and valuable as they are deadly. Ghostly shapes swim through the air. Glowing mushroom groves hide frightened creatures. And the Titan’s bones sing sadly as an ambitious wizard and his weary hirelings dig for its precious marrow... ADVENTURE TYPE: Small Sandbox Dungeon DESIGN NOTES: This adventure is intended for characters levels 5 to 8. It includes several wilderness areas, a ruined village and a mining camp to explore. Each area contains various encounters and unique magical items.There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, creature stat blocks, original creatures and treasures, and dungeon overview map. KEYWORDS: Grave, skeleton, ghost, undead, wizard, miner, puzzle, mushroom, myconid, hag, witch, social, curse, mutation, mutant, soul, insect, termite, scorpion, bat, monk, beetle, chicken
Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27
Undermountain: The Caverns of the Many-Legged is an adventure detailing a hidden mini-level for Dungeon of the Mad Mage for characters of levels 12-13. It uses some of the story and lore of that book, but it can be incorporated or dropped into any setting or homebrew campaign. In a hidden part of Undermountain, former slaves feed their fat, monstrous queen who is fixated on revenge. A broken drow house has finally found a place to call home – only to become abominations. And a massive beast slithers, hunting for anything to satiate its hunger and quell its madness. Welcome to the Caverns of the Many-Legged. Which side, if any, will adventurers choose as they explore this hidden mini-level for Dungeon of the Mad Mage? In this adventure, you will find: a mini-level that can be easily incorporated into Dungeon of the Mad Mage a vivid cast of unique monsters and NPCs, including chitine warriors, a choldrith queen, a spellcasting draegloth, a mad yuan-ti anathema, and others (stat blocks provided for all creatures not in the Monster Manual) locations that could be used or adapted elsewhere, such as a chitine colony and a drider-controlled drow fortress a combination of roleplay, exploration, and combat encounters
Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95
The Zhentarim ask the party to investigate what happened in one their most important underdark outposts. If the party accepts, they'll have to deal with maddening darkness, grimlocks, an insane kenku assassin and unpredictable mixtures of potions. A short, fun dungeon romp that is easily adapted to other settings and other patrons. The combination of utter darkness and a villain based on sound makes for fun shenanigans on the side of the DM. Feasible as a one shot for an efficient party. Two tendays ago, Zhentarim agents were to transport a shipment of rare potions between their Underdark outpost and the surface world. The shipment has yet to arrive, and the outpost is not responding to any sending spells. Growing worried, the outpost’s overseer sends a group of hireswords to investigate and return it to Zhentarim hands. This particular adventure deals with the delusions of madness of Fraz Urb'luu. It also features Muurmic, the mad kenku first described in the December 2015 issue of Dragon+.
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
Eons ago, the demon lord Shomarrah defamed Lolth the Spider Queen, condemning herself into the cursed life of a massive purple worm. Now Shomarrah's desecrated body serves as a drow fortress, guarded by a mad sorcerer and his team of driders. What deeper evils lie within? "The Fasting Worm at the Spider Feast" is a Dungeons and Dragons 5th Editionmodule for a party of 3-5 players at level 8. This one-shot module is perfect for introducing your party to the Underdark and drow society, featuring a dungeon dive through a demon lord's snake-like carcass. Clerics in the party, upon completing the adventure, will be able to obtain access to the Feast domain. Details are provided at the end of the module
When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128
a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark
Part 3 of the Shackled City Adventure Path "Wherein a tribe of the Sea Mother's children suffer for sparing the life of a mad prisoner they probably should have eaten." Synopsis: The adventure begins with an Umber Hulk attack in the middle of the city. The fame gained by assisting during the attack allows them to gain the notice of a representative of Davked Splintershield. The group is asked to rescue Zenith Splintershield from a Kuo-Toan temple in the Underdark. But to find it, they have to visit Crazy Jared to locate an entrance to it. Upon journeying to Crazy Jared's, they fight Hookface's offspring. After more travelling, they are able to descend into the Underdark. Once they find the Kuo-Toan temple, they must fight through many hard challenges, only to realize that Zenith is not a prisoner, but instead is a prophet. Zenith does not go willingly, and so must be captured. Pgs. 28-61
Rumors of faceless demonic creatures have been steadily rising in the Hillsfar region, and it is said that far below the surface of Faerun, nestled in the bowels of the Underdark, ancient terrors are stirring. The imperiled drow of Szith Morcane have extended an intriguing offer, but can the drow be trusted, and for how long? An eight-hour adventure for 11th-16th level characters.
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?
A cave-in at the dwarven mine exposed a passage into the eerie, alien world that lies deep below the surface. Monsters poured out of the darkness and killed many before the surviving miners made it back into the light. Now they seek brave adventurers to face the dangers down in the dark depths. As a one shot or the first adventure of a new campaign, The Eyeless in the Dark carries new and experienced players away from the light of the ordinary surface world and down into the fantastical dark depths where here there be monsters. Chock full of adventure, as well as design notes for Dungeon Masters that will help novice and veteran DMs provide their players with an exciting and memorable game night, and leave them eager for the next session. Use this adventure in combination with the Integrated Hill Encounters and/or the Forest and Grasslands to create an open world sandbox of adventures that can fill many sessions of a campaign.
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
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).
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.
In the search for allies in the Underdark, you are called upon to travel through the recently opened Waydown sinkhole to find the lost myconid colony of Sporedome. It is said that they once cultivated a strain of mushrooms that could protect one from falling into madness. Can this be the cure for the rapidly spreading onslaught of insanity?