Jungle, tomb rading style adventure that sets the group to a new locale, with it's own eco systems and cultures. Exploration adventure, with glint of gold as a catalyst. The adventurers accidently find a map, which leads them to this unknown land. "Can you unravel the map's mysteries and find your way to the promised treasure? Or will your dreams end only in death and an unmarked grave far from home! Only the bravest characters of levels 3-5 will live to discover that all that glitters is not gold, but much, much more!" TSR 9126
Sewers of the Underguild is an adventure designed for characters of at least 11th level, and characters up to 15th level will find plenty of challenges. Hidden within these narrow passages and filth-filled channels is a guild of vampiric rogues, led by their master Sangre and his aide, a nycaloth called Ankoz. Deadly traps abound, so a skillful rogue will be a lifesaver. Because of the high likelihood of desperate combat with numerous vampiric and monstrous opponents, it is suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ruin or location that fits your campaign purposes. A thriving metropolis that just happens to have a large crime and vampire problem would fit the bill nicely. In the Lost Lands campaign setting of Frog God Games, the Underguild is located in the sewers beneath the ruins of Curgantium, the ancient imperial capital of lost Hyperboria. Located at the edge of the modern Kingdom of Foere, the Underguild still finds itself located centrally enough to pull the strings of its weblike network running throughout the former lands of the Hyperborian Empire.
Hunt for the Thessalhydra is a short adventure published by Wizards of the Coast as a tie in to the "Stranger Things" franchise and part of the Stranger Things Dungeons & Dragons Starter Set. The adventure features characters, locations, and monsters inspired by that series. The adventure is suitable for characters of level 3-5.
As a new Ice Age spreads across the Forgotten Realms, cities fall to the unstoppable Glacier of the Frostfallen – all but Stormhaven, holding on against the forces of the Frost King. Neverspring Frost is a 17th-20th level campaign for seasoned players featuring the existential threat of an eternal winter blighting the world of Toril. The city of Stormhaven has managed to survive the Glacier, a wall of magical winter that has enveloped the land. From Stormhaven, a party of adventurers arises as legendary heroes who will strike back against the legions of Frostfallen and reclaim the world.
A Kiss to Build a Dream On is a 5e-compatible dream-delve for four level 7 characters. It plays for 3-4 hours. Queen Aisling, newly free of insomnia (see The Trouble with Dreams), has become an avid dreamer. A little too avid in the eyes of some. Under ducal questioning, her Majesty confessed there was something more going on; She’s fallen in love with a man she has seen in her dreams. The adventurers have been assembled to mount an expedition into the Realms of Slumber. With the aid of an uneasy Somnomancer, a magic spell, and an ice pick, a rift to the Realms of Slumber is opened! Warning: die in the Realms of Slumber and you’ll be damned to sleepwalk the rest of your life - a fate worse than death! The heroes are entrusted with an Interdimensional Valise. It functions as a Bag of Holding, except that it can also carry Dream Creatures into the real world. To appease the Queen, the adventurers must get the Man of Her Dreams into the Valise and then return with him to the Waking World. The adventurers will be rewarded with a Knighthood and an Estate in the Vinelands (10,000gp value) if they succeed.
THE FIRST SET OF DUNGEONS ON DEMAND ADVENTURES! The first volume of Dungeons on Demand includes the first four dungeons: Bandit's Nest - Level 1 Adventure Dungeon Insidious Experiments - Level 4 Adventure Dungeon Fierce Tempers - Level 8 Adventure Dungeon Lord of Gloomthrone - Level 12 Adventure Dungeon It also includes the following supplements: New Twists on Old Monsters - Gaming Supplement Imbued with Magic - Gaming Supplement The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!
Inspired by the "Happy Fun Ball" from the web series Critical Role, The Cube of Vanya is a magical adventure through demi-planes created by an ancient wizard, now destabilized by a malevolent dragon. The adventurers find themselves trapped within a series of themed planes with no idea how they got there. Navigating these planes to find a means of escape, they uncover the secrets of the cube while piecing back together their own memory. During the campaign the adventurers may fight shadow demons in an inn which is really a prison, flee a tornado while perched perilously in the sky, forge a weapon within a volcano, and much more. The module is structured in a non linear manner allowing the adventurers to choose their own way, or for the DM to pick and choose their favourite bits to highlight. The adventure was written with four level 5 players in mind but it would be easy to tweak for different sized groups around that level.
𝐓𝐡𝐞 𝐁𝐥𝐚𝐜𝐤𝐟𝐥𝐚𝐦𝐞 𝐂𝐮𝐫𝐬𝐞 𝐇𝐚𝐬 𝐑𝐞𝐭𝐮𝐫𝐧𝐞𝐝! Step into a town where darkness has taken root, and every shadow hides a deadly secret. In The Return of the Blackflame Curse, you and your party will unravel the twisted mysteries of Whitethorn Rose, a cursed town teetering on the edge of doom. 𝐄𝐱𝐩𝐥𝐨𝐫𝐞 • 36 rooms across 4 floors (Basement, 1st Floor, 2nd Floor, Attic) • 5 detailed maps with day/night and transparent variants Explore the haunted Huxley Manor, a sprawling, intricately detailed estate with 36 rooms and 4 floors, each filled with terrifying encounters and bone-chilling secrets. With 5 beautifully illustrated maps, including day/night variants, you’ll be fully immersed in a tale of fear and survival. 𝐅𝐢𝐠𝐡𝐭 • 13 monster statblocks, each with their own lore • A intense boss fight with the vengeful Morgana Blackflame Face off against 13 custom monsters, each with unique abilities and terrifying backstories. From creeping apparitions to vengeful spirits, every encounter will test your players’ courage and strategy. And when it comes time for the ultimate showdown? Prepare for a climactic boss fight with Morgana Blackflame herself, a ghost hellbent on consuming the town in flames once more. 𝐃𝐢𝐬𝐜𝐨𝐯𝐞𝐫 • 13 tragic ghosts, each with chilling backstories • 8-page Ghost Hunting Compendium as a player handout • Solve mysteries and exorcise spirits to lift the curse But it’s not just monsters you’ll have to worry about. The town itself is alive with haunted events and 13 restless ghosts, each carrying a tragic tale. Investigate, exorcise, and piece together the dark history that binds them to this cursed place. To help your players dive deeper into the supernatural, we’ve also included an 8-page Ghost Hunting Compendium as a handy player handout. 𝐏𝐫𝐞𝐩𝐚𝐫𝐞 • 7 homebrew magic items, including a powerful Fated Item with 3 variants • 6 different charms to protect your players from the curse • 9 Magic Item Cards to print and hand out to players, with artwork, in 2.5 x 3.5 inches (MTG-sized) • 43 haunted events to keep players on edge Don’t go into battle unprepared. Arm your adventurers with 7 custom magic items, including 1 Fated Item with 3 powerful variants. Stock up on 6 unique charms to ward off the curse, and keep your party on edge with 43 haunting events that can strike at any time. 𝐑𝐮𝐧 • 17 monster cards for easy reference, with artwork, in 88mm x 125mm (Tiny Epic size) • Ghost Tracking Sheet for smooth management of the adventure • 36 small room cutouts for quick navigation during gameplay • 24 VTT tokens for easy integration into your online games For GMs, we’ve made running the adventure easier than ever. With 24 VTT tokens for monsters and NPCs, a Ghost Tracking Sheet to manage exorcisms, and 17 monster cards for quick reference, everything you need is at your fingertips. Plus, 36 cutouts in the description of every room, provide clear guidance for navigating the sprawling manor. 𝐏𝐫𝐞𝐬𝐞𝐧𝐭 • 7 detailed town locations for investigation • 7 NPC background and roleplay sheets to add depth to the world • 1d12 Superstition Table to bring the town’s eerie atmosphere to life Bring the town of Whitethorn Rose to life with 7 detailed NPC background sheets and 7 town locations, giving your players more ways to explore, interact, and investigate. And for added flavor? A 1d12 Superstition Table to bring out the eerie quirks of the locals. 𝐏𝐥𝐚𝐲 • Battle against the darkness with strategic challenges and eerie storytelling • Solve the murder mystery, lift the curse, and guide your players through an unforgettable experience With The Return of the Blackflame Curse, every decision matters, every room hides a deadly secret, and every ghost has a story to tell. Get your copy now and take your players on a journey into the heart of darkness. This is more than just an adventure—it’s a test of survival.
Sinister, twisting images...Horrific nightmares lurking at the corners of the mind...These are descriptions used to tell the tales of the Labyrinth of Madness. But these tales of the labyrinth are only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live a while longer." Now a powerful temple suffers from a tragic curse that is somehow linked to the labyrinth. Does there exist a group of heroes who can penetrate this dark and terrible place to life the curse...and survive? Labyrinth of Madness is a multiple-level, three- dimensional dungeon adventure, a puzzle within a puzzle, that commemorates 20 years of gaming with TSR. TSR 9503
Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27
The long-forgotten monastery to the Lord of Winds hides a secret of immense evil. The PCs are tasked with delving into the abandoned ruins and discover if two Houses are related in some way. Scales from level 4 to level 10, but originally designed for characters of 7th level. Pgs. 17-39
Haedirn Lastlight is a respected elven wizard and sage. After the death of his lover Lyonthel, the elf has been overcome with grief and has locked himself away in his study- a small manor on the cliffs of Wailing Crag. Haedirn has not been seen for over a year now, and those that knew him are beginning to worry. Worse still, a band of ogres has been terrorizing the nearby town, slaughtering the town folk and haughtily boasting the elf wizard is dead. The PCs must put a stop to the ogres' attacks, make way to Wailing Crag to root out the rest of their gang, and lay Haedirn Lastlight's tortured remains to rest.
This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time. If you are looking to start a new campaign or just experience familiar locations in a new setting, this supplement accommodates. Inside you'll find: Maps: Nine encounter maps Cragmaw Castle rebuilt, including the upper floor, and underground level. Wave Echo Cave before it was tunneled. A very different looking Redbrant Hideout Ruins of a town similar to Phandalin A swamp and muck version of Cragmaw Hideout Plus new magic items, and more Monsters: 37 new creatures Lore Information on a shadowy Yuan-ti empire A new offshoot of the abyssal demonhive A cult using the stoic ways of stone to evade the Raven Queen's watchful eye and pilfering ways. New players vying for control of the Shadowfell Shadowfell Guide: Information on the plane, its inhabitants, and included with this supplement is the best selling Shadowfell Random Encounters appendix. Easter Eggs Hidden throughout the story are references to Lost Mine of Phandelver. Including references to other hard cover books as well.
The giants are only a half-mile away - straight up. Giants and humanoids that sail down from the heavens? Where could they be coming from? No base town or general area map has been provided, as this adventure can take place anywhere and can be easily integrated into any existing campaign.The DM should make sure that the town in which the PCs start is large enough to provide most anticipated supplies, spells, and services. This module is not a simple hack·and slay expedition. It also involves diplomacy and wit; if the PCs attack everything in sight, they may be destroyed. But the adventure is not entirely negotiation, for it has a good share of hearty dungeon exploration as well. Pgs. 4-23
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
The ancient dwarven kingdom of wonder and fable is no more! Only the tales of it's grandeur remain to entertain the children, or so you thought. Then you met Nimron. Distraught and desperate, you alone can pass the gates sealed so long ago. Within are the lairs of bandits, cutthroats, and worse. The evil that destroyed the dwarven home - the Halls of Paradise - is awakened again. Into this horror ventured the dwarven princess Grona Marblefist to reclaim her kingdom. She, like so many others, has not returned. Now you must face this peril alone. Thunderdelve Mountain is a solitaire adventure for the DUNGEONS & DRAGONS Expert game. Players who don't wish to face the fallen Halls of Paradise alone may also use this adventure for group play. TSR 9157
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demilich who still wards his final haunt (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable). Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demilich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locale their true goal. In the far reaches of the world, under a lost and lonely hill, lies the sinister TOMB OF HORRORS. This Labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich. TSR 9022
The moon is turning green. A colossal tide of green slime has begun to engulf it, threatening to dissolve it entirely. As it does so, a tide of demonic madness begins to engulf the lands below. As the green shadow flows across the night sky, the world turns mad. The source? An insane cult of plasmoids dedicated to Juiblex, the demon lord of oozes and slimes. Soon the moon may be gone, the first part of a mad plan to dissolve the multiverse into the primordial slime of the Abyss. If only some heroes could appear before it’s too late... The Ooze That Ate The Moon is 5th-edition Dungeons & Dragons adventure based on the Spelljammer campaign setting. It is an investigative high-orbit pulp thriller paired with the wacky zaniness of Spelljammer, and every playthrough is likely to be different. It is designed for four 9th or 10th level characters and to be run in 3 to 6 three-hour sessions, or 2 to 3 longer sessions. It can be run as multi-session one shot or as part of an ongoing campaign. It fits perfectly after the events of Light of Xaryxis, but is written so as to be easily incorporated into any non-Spelljammer campaign. It requires the 5th Edition Spelljammer boxed set to run. Gameplay is based around investigation and roleplaying, with a good smattering of combat in the later acts. The climax of the adventure presents the players with a problem that has no clear solution. They’ll have to use all their wits and resources to overcome it, but can they do so in time?