The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land.
The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
The Tale of The Haunted Ravine is a Hex Crawl Adventure of Exploration that can be used for any game system but was designed for use with D&D 5e. A Hex crawl map and random roll tables are used to create surprising encounters and mysteries for your players to interact with. Wild necrotic magic, magical mutations, undead, lost souls, and demons all cloaked in a fog fog-choked landscape; forsaken by the gods and scarred by the battle fought here long ago. Will your adventurers survive and escape the Haunted Ravine? Or will they join the legions of cursed souls imprisoned in this corrupted land?
FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!
The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.
TSR 9375, from 1992
In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.
As the party relishes in the accolades of their achievements word of a Dragon nearby reaches their ears! Apparently a similar adventuring party stumbled upon the Wyrm by accident and was nearly wiped out. With the townspeople in fear, it is time again for the PCs to step up and perform heroic deeds! I wonder if there will be any pages from the mysterious Codex of Gamber Dauch will be around. With only one more adventure in the quest series the PCs must be getting close!
The people of Orașnou are desperate. The village is on the brink of starvation and has little chance of surviving the harsh winter. Even if they had enough food and supplies, Lord Strahd’s taxes are due, and the ruler of Barovia does not accept excuses as payment. The Burgomaster and others in the village have recently learned of a wealthy estate that might have enough resources to solve both of Orașnou’s problems. It is a temptation he cannot afford to resistor can he? Part Nine of Misty Fortunes and Absent Hearts
In Temple of the Dragon Cult, the characters are called in to pursue a dragon that the king’s army was able to wound but not kill. It seems straightforward enough: the army tracked the dragon to its lair, and all the characters have to do is go in and kill it. But this dragon has a devoted cult of dragonblood followers who worship its every breath. Its lair is their temple — and they’ll fight to the death to defend their dragon-god…
The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.
FQ6 – Vortex at the Temple continues the quest for the missing pages of the Codex of Gamber Dauch. This adventure takes the PCs to the ancient temple of Kabish Mo-Del a former druidic stronghold. Once there the party will have to battle creatures and puzzles to continue. If successful the party may just find themselves in a foreign land and have to find their way back home!
The battle between the mighty undead army of the Witch-King of Vaasa and the forces of Bloodstone has come to a standstill. As long as the source of the Witch-King's power is at work, his evil forces will never be defeated! As the rulers of Bloodstone Pass, it is up to you to find and destroy the sources of Vaasa's power. All you have to do is journey to the Abyss, confront the mightiest demon of all, steal the Wand of Orcus, and take it to the Seven Heavens to be destroyed. The Throne of Bloodstone is the fourth and final installment in a series of modules specially designed for high-level characters. While it is not necessary to have played any of the three previous modules, The Throne of Bloodstone is the climax of an epic struggle for a kingdom against the forces of darkest evil. Recommended for characters of levels 18-100, The Throne of Bloodstone is the highest-level adventure ever published by TSR! TSR 9228
Up here in the mountains, the sun sets fast. The path has narrowed yet again as it diverts into this small slot valley. A gentle stream parallels the path; it’s pretty, but the smell of rotting vegetation dissuades from lingering long. In the lengthening shadows, birdsong seems oddly muted. As the forest clears a bit up ahead, a small manor upon a little pond comes into view. The birds have gone completely still. K1: Night at Fausen’s Manor is an investigative adventure designed for player characters around 3rd level. The players have been invited by the reclusive Lord Fausen to dine with him and discuss a job; Fausen is troubled by odd bumps and sounds in the night, something has been interfering with his mail, and recently his butler, Grimly, has disappeared. The players investigate during a night at the manor, where dark secrets lurk around every corner. Published by Coldlight Press
Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie
Village children are disappearing in the dead of night. Are the characters willing to risk their very souls to stop the Night Fiend? This adventure is a short side quest designed for the Dungeons & Dragons Ravenloft setting and easily merged into Curse of Strahd by Wizards of the Coast. It features a powerful ghostly villain who brings the heroes to the brink of death. The only way to defeat this ethereal foe is to battle him on equal terms, spirit against spirit.
Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.
The General who commanded the successful and profitable Crossroads Mercenary Company turns up murdered in his home, on the very eve of his scheduled announcement of which of his ambitious captains he’s chosen to succeed him as commander-in-chief. Every one of those commanders was in the house when the murder occurred, so they’re all suspects. If that’s not enough to keep things exciting, the clock is ticking down to zero. The General made a pact with devils years ago, and unless the murder is solved quickly, an infernal gate will open, allowing devils to flood through the General’s mansion into the world at large.
In the bitter cold of a land mired in eternal winter, hunters take the shape of wolves to better kill their prey. They stalk the snow-filled forests on paws of deadly silence. Powerful and swift, these evil shapechangers roam the land at will, murdering those who oppose them and plundering the weak. At the head of this pack paces the great Black Wolf of the Wood. Is this murderous beast the underling of Gregor Zolnik, the boyar who rules this waste? Seeking to extend his conquests by any means he can, Gregor has cowed the land of Vorostokov by relying on ruthless strength and savagery. Are your player characters clever enough to survive against villains who are stronger, faster, and fiercer than any they've ever encountered? The Black Wolf awaits your answer in the biting cold.... TSR 9419