Chip off the old block. The dwarves of Underduin and Thunderdelve have made some new friends … and enemies. A stronghold of dwarfs has been takin hostage and its up to the part to save them and return the stronghold to its former glory. XS2 Thunderdelve Mountain may act as a prequel. Pgs. 8-31
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
Someone kidnapped Lady Anilah Salhar—the Chelish wife of Dremdhet Salhar, one of Osirion's many Grand Ambassadors to Absalom—and sold her into slavery. With Salhar holding delve permits over the heads of the Decemvirute, the Pathfinders are sent to assist the Osirian Ambassador. Venturing into Absalom's darkest corners to save Lady Anilah, the Pathfinders must face the secrets of the Slave Pits to avoid becoming slaves themselves.
A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.
Do you want to run or play an adventure where characters start at level 13 instead of ending at level 13, and actually get to progress to 20 like the rules say they should? Do your players like to travel far and wide, exploring a huge unknown area? Do your players like to change their plans on a whim, and travel somewhere other than where they told you they planned to go last session? Do your players feel like fighting against an empire at odds of 20,000 to 1? Do your players want to commit occasional acts of sky piracy? Do you want an adventure that is designed to handle players using Scrying, Transport Via Plants, and Teleportation on a daily basis? If you answered yes to some of these questions, this adventure may be for you. Check out the detailed preview packet, which includes a campaign log showing how this adventure has actually played out. WARNING: FULL OF SPOILERS; VERY LONG. Against the Idol of the Sun is an epic hexcrawl campaign designed for high-level play. Adventuring parties should start at about level 13, and will likely end the campaign at level 20 with multiple Epic Boons. As a hexcrawl, there is no set adventure path that the party must follow. There is only one encounter that's even close to plot-mandatory aside from the climactic battle. Anything else can be skipped or handled in any order. The players are free to move about the map in any direction at any time, limited only by the risk of enemy action and encounters. The DM, meanwhile, is encouraged to have foes react to and actively hunt the PCs once they become a threat. Along the way, they may find and explore a number of dungeons, including a millenia-old laboratory in the grips of a time distortion, several mines that were abandoned for good reason yet may hold wealth within, and other challenges appropriate for high-level characters. This module is heavy on Exploration and Combat, but the Social aspect of D&D also is necessary as the player characters meet new peoples, work to convince them that they can make a difference, motivate them to action, and create overall plans for the NPCs and factions to follow off-screen to support the players in their main assaults. The key set piece encounters, which are optional but highly probable, involve attacking well-defended temples in the centers of enemy cities. Planning for these attacks will require paying attention to reconnaissance, timing, the use of allies, how to enter, and how to exit and break contact succesfully when dealing with enemies that fly faster than most player characters can walk. The adventure does not include artwork, and the maps are basic.
The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to make your own amazing stories. Heroes' Handbook This 72-page softcover gets you started as a player with a solo adventure, followed by steps to create your own character. As your hero grows you can level them up through 3rd level! Game Master's Handbook This 88-page softcover opens with an adventure to teach you the rules you need as you go. There are also tools for creating your own adventures and plenty of monsters for the heroes to overcome! Accessories The box also includes everything you need to get playing right away: a full set of color-coded polyhedral dice, four pregenerated character sheets, six blank character sheets, four sets of action tokens, rules reference cards to plan and track a character’s turn, a laminated, two-sided Flip-Mat, and over 100 sturdy cardboard pawns with plastic bases to represent your heroes, friends, and foes. All you need to bring is a pencil, a thirst for adventure, and your imagination!
In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Are these the machinations of Hillsfar, or something more?
Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing
While on a mission to act as Waterdeep's (or other city's) trade ambassadors to the Delimbiyr city of Anvilton, an assassination attempt is made on a local leader. Ironically, the evidence points to the adventurers, and they become criminals on the run. They must now try to clear their names and complete their diplomatic mission. Will they also learn who is behind the assassination? This multi-session adventure offers: a mystery that doesn't lead the players (they have lots of choice) a story line that mixes player wits, combat skills, choice, and role playing options lots of background information for the DM to use a well-developed small city with detailed maps; a small urban adventure a bit of magic from an earlier time new villians that can be
The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
Drastic Measures is a two to three hour adventure for four to six first level characters in a new Spelljammer campaign. It is designed to be a springboard for new players to introduce their characters and come together as a team. The DM can use this adventure as a foundation for any new Spelljammer campaign or as a hefty one-shot adventure. Upon completion of this adventure, the characters will advance to second level and the DM will have a menu of ideas for a continued campaign. This publication has 22 pages and includes a deck plan and statistics for a brand-new spelljamming ship, stat blocks for convenience, and an appendix for determining the mysterious reasons why the characters find themselves aboard this unusual ship. This adventure assumes you already own the D&D core rulebooks and the Spelljammer: Adventures in Space boxed set. The adventure begins with confusion, a ghostly warning and clouded memories as the players awaken from a deep sleep within an unfamiliar vessel – the Drastic Measures – adrift among the wreckage of a ship graveyard in deep space. They must work together to find their equipment, get the ship up and running, and defend themselves from oncoming pirates. A handful of oddball NPCs aids the players as they come to realize this is no ordinary ship. The DM will delight in answering such questions as why are the players here? Why were they in hibernation? Who built this ship, and why?
Strange events are occurring near the town of Yûlash—ground tremors originating from an old mind flayer hive. Our heroes are asked to investigate the old hive and determine the cause of the seismic activity, but another pressing matter is revealed to them, too. This Adventurers League legal adventure set in a small town near Yûlash. This module first premiered at TotalCon 2018. Contents include: PDF of the adventure PDF of the Adventurer’s League certificate High resolution maps
The gnomes built a dragon. Can you turn it off? We gnomes built this wonderful dragon but now the darn thing seems to be out of control. The party meets a hapless gnome tinkerer who's mechanical dragon has gone haywire! The construct is possessed by a spirit named Ahmoras. The party is led to a town called Gnomevale on the way to Mount Nevermind. Finding the town devastated by the automaton, the party follows in the wake into the mountains. The party has many ways to defeat the automaton, ranging from brute force to tricking the spirit of Ahmoras out of the construct. Pgs. 36-49
Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.
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
This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, undead and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure reward an average of 12, but as many as 20 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. In the Tullow Vale of Vasloria, a centuries old town is built around a weathered statue said to seal away an ancient evil. Ajax's Hawklords bombard and lay waste to the town, stealing the statue, and in the chaos, the pitiless Deatheye Yslansh and her lizardfolk minions abduct the citizens! Can you save the people of Ivywatch before they are put to the Deatheye's fell purpose? And what or who exactly have the Hawklords unsealed? This adventure is about fighting monsters and being heroic. It’s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroes’ advantage. The heroes will fight lizardfolk and hawklords, ogres and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure will reward an average of 8 to 18 Victories. Depending on your experience running and your table’s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. The adventure contains: - 12+ combat scenes, including a boss battle. Most combats have objectives beyond just “kill everything” - 2-3 montage tests - 1 small, safe location to take respites in, full of NPCs with opinions - 1 big, complex, puzzle-y negotiation - 10 new custom treasures and titles, and other player rewards - A brief setting primer to Tullow Vale
It’s up to your brave heroes to fight off the invading kobolds and save… the cheese?? Well, a job’s a job, and things underground are seldom what they seem. Wheel of Evil is a 16-page adventure for old-school characters of levels 3 to 5, plus a full-color cover, classic maps, and handouts. Compatible with Labyrinth Lord™ and similar games, including the Advanced Edition Companion. "Wheel of Evil" is part of the Eastern Valnwall setting, based on the Known Lands in Labyrinth Lord™! This adventure blends traditional dungeon crawling with unique elements of horror and intrigue, set against the backdrop of a seemingly mundane task turned deadly by the influence of a hidden evil.
Arson, rioting, sabotage, murder - and no suspects. Watchmen are murdered, ships explode and sink in their berths, and savage monsters are summoned in the streets - but no one can catch the killers. The party must navigate the growing tensions between rival factions in the city. After following clues to a tavern, The Flying Hamhock, the party will need to defeat a powerful Hivemind which is behind the attacks. Pgs. 47-64
Ill winds blow over Wayward. The men drink apart from their wives, while a mysterious traveler sows discontent between married couples. The Wayward wives have had enough and are plotting revenge. Part 2 of the Evenflow Saga.