Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125
Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.
Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90
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.
Madness in Freeport, the final part of the Freeport Trilogy, details the final confrontation between the PCs, the Brotherhood of the Yellow Sign, and Sea Lord Milton Drac. In Part One, the Drac invites the PCs to the Grand Lighthouse Ball. Careful investigation can reveal the secret purpose of the lighthouse. In Parts Two and Three, the PCs must recover a powerful artifact to thwart the Brotherhood's plans. They must pass through an infamous pirate's hidden caves, then search a sunken temple of the serpent god Yig. In Part Four, the heroes must enter the Grand Lighthouse, AKA Milton's Folly, in a race against time to stop the Brotherhood's world-shaking master plan from coming to fruition. (Bibliographic note: This adventure was originally written for v.3.0, and later updated to the v.3.5 rules. The revised versions of Death, Terror, and Madness in Freeport were reprinted in an omnibus edition, along with two shorter filler adventures, as The Freeport Edition: Five Year Anniversary Edition.)
The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!
The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger. A four-hour adventure for 1st-4th level characters.
Part of TSR 1076 The Goblin's Lair
The doctor is out … of patients! An infection of mold is spreading in the city, and its haveing a mnsterous affect on the population. Its up to the party to deal with this growing threat. Pgs. 60-68
A search for the ghostly dragon of the Deadwaters. The sage's deal is simple: The more you learn about the dragon, the richer you get. In this adventure, the bard Rondelle offers players rewards for learning all they can about a mysterious dragon that has been sighted in the area. Pgs. 22-38
This introductory level scenario brings a new group of players into an area formerly controlled by the Tunnmaa Dynasty. This group of rulers was rich in gold and gems before collapsing. It is well known that their kings, known as Ga Mantse, were buried in underground barrows that are well hidden and protected by traps. A few days ago a group much like your own found one of these hidden tombs and attempted to investigate. Sadly for them they were not up to the task. Can your party succeed where they failed?
Dragonbowl is a setting and pulp action adventure in one. It plunges a party into a rich festival scenario that revolves around a deadly gladiatorial contest, where the dangers they face in the arena are almost secondary to those they encounter in the murky criminal underworld they find themselves in: a world that stinks of corruption, human trafficking, illegal dinosaur-trading, necromancy, blood sacrifice and unnatural arcane experiments. The action takes place in a vast cavern in Mount Waterdeep, known as the Underbelly, where not only Dragonbowl Arena, but also an entire festival grounds – consisting of temples, bars, casinos, funfairs and markets - has been constructed to host this grand sporting extravaganza. With Xanathar, Jarlaxle, Davil, Volo and the Black Viper all in attendance, and scores of 'entanglements' (faction missions) to keep players busy, Dragonbowl can be played as a sequel to Waterdeep: Dragon Heist, or as a first step towards the Undermountain and the Dungeon of the Mad Mage. Equally, it can be played as a stand alone adventure, or easily transported into other settings. The adventure is written for a party of four 6th level adventurers, and easily customisable for three to five players, of any mid-tier level (the adventure contains maps and handouts adapted for both 4 and 5 player tables). The adventure is designed to last around ten to fifteen 4-hour sessions, but can very easily be shortened or lengthened according to the DM's desire. The adventure features all three pillars of play: combat (in and out of the arena), social interaction (a succession of parties and parades, where players can get entangled in NPC business) and exploration (30+ locations in the festival grounds alone).
The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.
Take down a brutal crime boss in this one-shot heist with hijinx and heart. Explore Umizu, a seedy coastal steampunk city-state inspired by pre-modern Japan. Umizu is a Radiant Citadel locale that never got a full adventure--until now! Out of Luck features a cursed tanuki statue, a baby’s birthday party, and a steamboat fireworks battle! This one-shot includes everything you need to run a memorable caper: - Full-Color VTT-compatible steamboat bathhouse maps (DM and Player versions) - 8 Hand-drawn portraits and tokens for monsters and NPCs - Player handouts, a suspicion tracker, and three new stat blocks - Compatible with the Radiant Citadel or the Golden Vault; run as a one-shot or as part of a campaign - Thoroughly playtested and reviewed; over 30 players and DMs have gone through the adventure - A printer-friendly version Synopsis The Independent Merchants of Bright Moon Pier are sick of the Safe Oceans Society’s protection racket. After negotiations turn violent, the merchants opt for subterfuge. They hire the characters to infiltrate Boss Yashima’s birthday for her infant daughter and trick Yashima into accepting a cursed artifact, the Idol of Misfortune. Will this be a clean caper, or will the characters find themselves out of luck?
Lurking in the drowning folly that is the aristocratic enclave of the Sinks, the horrific Asylum, shunned by a citizenry terrified of the revelations it may contain, is where the nobles of the Blight bury their living secrets. But when too many overseers are killed, and in ways more gruesome than even the brutality of that location might evoke, someone must enter to investigate. Those who do soon learn that life — if it can be called that within its walls of that bleak place — is even worse than they feared and the truths that nestle within its inmates are far more distressing than mere madness.
A prison escape for an unlikely group of heroes turns into a race for an ancient relic sought by the Legion of Dusk. Can you brave the unknown and capture the treasure before the enemy does? This Dungeons & Dragons adventure is set on the plane of Ixalan from Magic: The Gathering. It uses 4th-level characters provided with the adventure.
Unknown to even the mightiest of the great sorcerer-kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine Mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the dark sun. The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine. Contains 3 - 96 page adventure books and 2 fold-out maps TSR 2428
The time has come to venture beyond the village of Orașnou and explore the realm of Barovia. However, in your travels, you happen across an unusual tribe of peopl —distrusted denizens of the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple parlor tricks and deceit? Part Five of Misty Fortunes and Absent Hearts.
For as long as men remember, the Lord of Evil Amphibians carried out unspeakable rites in his squatting temples situated far from civilization. Tales of human sacrifice, squirming servants, and rich but loathsome treasures were whispered of his followers. Now, unexpectedly, his servants have seemingly vanished, leaving behind their fanes to molder in the marshes. A brave band of adventurers gathers to explore one such tabernacle, eager to discover what riches—and terrors—the Lord of Evil Amphibians has left behind…
An immense urban sandbox and eastern fantasy noir mega adventure for D&D 5E that takes 4–6 characters from 3rd through 12th level! An enmity between the Gekido, Hakaisuru, Kirai, and Namida clans has persisted for ages, the wounds from the Battle of Broken Spears torn open every few years by border skirmishes and trade disputes. Seeking to win the minds of the people by a grand gesture during these dark times, Emperor Hitoshi Masuto has arranged an alliance between the quarreling noble families—20 brides and grooms have been chosen to wed in celebration of the 10th anniversary of the decisive final battle in the rebellion against more than a century of foreign occupation. Imperial Matchmaker Weddings Decree Whether the adventurers seek honor and glory by protecting these fiancees or choose to line their pockets by ensuring the unions never come to pass, opportunity knocks at their door as the bengoshi of several clans sift through the mercenaries and spellswords that walk the streets of Sanbaoshi. To rise above the chaff in the capital of the Imperial Prefecture the PCs must be willing to do whatever is necessary to achieve their goals and survive among their cutthroat competition, the corrupting Mists of Akuma, and any designs of the monstrous forces keen to strike a foothold anew in Soburin. What's to be found in Imperial Matchmaker? Statistics for over 120 monsters and NPCs! No matter where the party goes or who they interact with GMs will quickly be able to provide skill bonuses, hit points, and everything else they might need to populate the world, creating a dynamic and seamless environment around the adventurers. Over 40 maps including an insane 2-page isometric illustration of Sanbaosh by Indi Martin! The urban sandbox where most of the mega adventure takes place has a staggering amount of cartography to make certain GMs are never hard-pressed when figures are needed. 147 pages of material focused on the capital of the Imperial Prefecture! With NPCs and maps galore the detail poured into Sanbaoshi make its chapter a book unto itself, making this an outstanding addition to any GM's collection (whether running the mega adventure or not). New magic items including the sheathe ring and black glass dagger, as well as innovative rules for Absentee & Memorial cards! New character options! Put your allies (or pet) into a frenzy with the College of the Maddening Flute, use a deadly bladed brush to turn painting into reality as a Genjitsugaka fighter, look upon the Kami when making a pact to gain a spiritual companion, or become a warlock of Ancestors to pierce through the veil of time. A unique adventure unlike any you've played before! There are 10 high profile matrimonies set to take place in this gigantic module but so very much more awaiting the PCs as they walk the streets of Sanbaoshi: specialized sidequests for the Mists of Akuma Iconics, unexpected trials like Nobukai Bamboo Grove, and virtually endless intrigues amongst the gangs, criminal organizations, noble clans, and other folk that make their homes in the capital of the Imperial Prefecture.