A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.
The Shattered Circle is an AD&D® adventure for four to six player characters of 1st to 3rd level. For many ages, the standing stones known as the Circle of Cahervaniel have stood on a grassy hilltop, unremarkable and unmenacing, but something has changed. A powerful artifact deep within the earth has been uncovered, and its evil power has corrupted the recent inhabitants of a dungeon complex. The chitine live within, a cross between humans and spiders created by the drow, but trying to live a quiet existence. The evil Foundingstone has corrupted some of the chitine, and split their society in two, bringing them to conflict. Adventurers who navigate the chitine factions and dangerous dungeon will need to end the threat of the Foundingstone and the solve the mystery of the strange dark unicorn Mizar that has appeared recently around the stones. Interestingly, one of the unique magic items in this adventure, Icerazor - is said to have grown from a shard of Frostrazor, a sword that appears in a famous later adventure - Return to White Plume Mountain. There is a brief mention of Suloise, so it can be considered a Greyhawk adventure, but clearly states it can be placed anywhere.
When old ruins are discovered, rumors swirl about the lost owner's magical blade. This scenario involves an overland crossing and a dungeon delve and none of it will be easy for the players.
"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055
Irtep’s Dish is an adventure for characters from 6th to 8th level. This adventure requires the skills of a rogue or some other expert at traps, a cleric or character that can heal allies and offer beneficial bonuses to the team, a wizard or other master of the arcane arts, and a fighter to take care of “the heavy lifting.”
As you continue to pursue the lost pages from the Codex of Gamber Dauch (Daw-sch) you receive a missive from your cleric’s church. With your fame building the Caravan Masters have gone to the church to request your assistance with a strange humanoid uprising in the west. After a bit of research, you discover the area may/may not be home to a magical crozier. The trouble is in a rural area and home to the community of Rantoul. A meager humanoid incursion shouldn’t cause you too much trouble and you decide to accept the mission!
A Halfling girl battling a rare disease that no magic can cure. A fruit, which has the power to heal and the power to corrupt, now guarded by mad siblings. A journey through a hostile forest, a trapped tower, and a dungeon to retrieve the fruit to heal the young girl. Will your heroes be triumphant, or will they perish while attempting to retrieve the mysterious fruit?
After several successful adventures, you and your associates have found safe haven in the city of Acre in Dilad. While you enjoy a meal in “The Hole”, you learn of a recent theft of a merchant ship. A Captain Ibanez approaches your group and offers a job opportunity to get the missing ship back!
The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117
Citadel by the Sea is an AD&D gaming module for 4-8 characters, each of 1st to 3rd level. The fewer the characters available, the higher their levels should be. Characters should be well equipped, with at least one magical weapon apiece, but do not need any particular game experience. It is recommended that at least one ranger character and one elf character be members of the adventuring party, and that no player character be a half-orc. The Dungeon Master should read the entire module carefully before running this adventure; the events are laid out in the approximate order in which characters would normally encounter them, and the text builds the adventure as one reads through it.
Sent on a desperate mission into an unknown land, you must seek out the one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the master. Can you survive his defenses and win? This module contains referee's notes, background, maps and detailed keys. It is the second adventure in the two-part Desert Nomads series begun in X4, Master of the Desert Nomads, but it can stand on its own as a seperate adventure. Wheter you play Temple of Death by itself or as part of a series, the adventure will offer you hours of excitement and fun! TSR 9069
One page adventure, one page map. On the edge of a lake/ocean’s windswept field/forest, outside of his small stone home, a very old, callous human magic user, Cyfrin the Wrathful, summoned an invisible stalker in a magical binding circle. First he began to taunt the stalker, proclaiming his dominance over it, describing its powerlessness to do anything but carry out the old spell caster’s will. Next, Cyfrin dispelled its invisibility, ordering it to execute his plan. In Cyfrin’s excitement, he gazed upon the stalker’s now visible, horrifically impossible face - and abruptly suffered a stroke, dying on the spot. Still imprisoned, the stalker wants freedom. Will the PCs help it? Adventure hooks provided. Published by Wicked Cool Games
A5e Solo Gamebooks quest for 1 Level 2 PC, this adventure sees the brave adventurer enter Weathercote Wood in search of a noble's son. The local legends around this wood are full of terror... Dare you enter? This is written like the classic 80s gamebooks Lone Wolf and Fighting Fantasy... no DM required! Part of a series, the PC can then continue to Tyrant of Zhentil Keep, and Citadel of the Raven beyond that.
Chaos reigns outside Roslof Keep, and the spread of the violet corruption runs deep within Mithelvarn's Dungeon. Now, the Company of the Ivory Scimitar must not only face the challenges of the Roslof delve, but will also find the dangers of the Kelmalin Wildlands must be overcome as well if they are ever to get to the bottom of the deadly plague that ravages the land. Time is running out, and only those brave enough will be able to face the horrors of the Glade of the Burning Dead and the dark recesses of The Hill. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044
"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147
The party has received word from the citizens (or in NQ2) of a troublesome cult hidden in Meglos Peaks. Apparently a stronghold exists near the mouth of the Tora River. Putting an end to this group of religious fanatics would certainly put another feather in your fledgling career caps!
The people of the Linsholm fear orcs are about to raid their small farming village. For the past several days, they have been seeing orcs in the hills and forests around the village. They don’t realize that something much worse than this small band of orcs is out there. For now, it’s hunting the orcs. But if the townsfolk aren’t careful, they could be next. Protect the village of Linsholm, but perhaps not from what they fear. Discover that not all orcs are evil. Reunite the fractured orc clan, and broker peace between them and the villagers. Uncover what is hunting the orcs, and the secret to their power. A 6-8 hour adventure optimized for a party of 4th level characters.
The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it?