An unknown force is inciting the people and creatures of the idyllic Greenwood to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.
Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds. Dare you explore the Shunned Valley of the Three Tombs?
The Pathfinders descend deeper into the ruins of Bonekeep, a centuries-old siege fortress. The deeper dungeons hold even deadlier threats, yet even they cannot compare to the terrible revelations of the tower's true purpose.
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
The day has been long and hard and, as night falls, you gratefully surrender to the soft, silent blackness of well-earned sleep. Then the dream comes. You are seated on a throne in a cavern where the sun has never shone; where no voice has ever spoken. Yet you are not alone. Through the darkness, silent figures are moving. Blacker than black... formless yet menacing... advancing towards you from every side... You fell their touch; icy claws plucking at your skin and hair, lifting the throne and carrying you helpless on a journey from darkness into further darkness, from silence into deeper silence. You scream, and a million anguished, reedy voices answer your call. Suddenly you awake... ... and the dream is real. A module printed exclusively in the United Kingdom by TSR UK. Using the 1986 National Garden Festival as its theme, this module was sold both at that festival, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London (hosted by Games Workshop that Saturday, September 27th). It was briefly mentioned in White Dwarf magazine 82, page 49.
The necromancer Tal Lorvas has unearthed an underground tomb that dates back to the height of the ancient tiefling empire. Lorvas has been terrorizing the surrounding lands with his vile experiments, and now he hopes to find a ring, hidden in the tomb, that is tied to a ritual he wants to perform by the rise of the next full moon. The PCs must enter the tomb of Empress Nemeia, deal with the servants of the necromancer, and confront Tal Lorvas before he can claim the ancient relic and move one step closer to ultimate power over the undead. Pgs. 36-41
This DnD encounter also provides stats for Pathfinder system The tiny isle of Sandspit is a favorite place to maroon recalcitrant shipmates, for across the bay, the headland falls are visible to castaways. Wicked currents prevent escape from Sandspit, and the unfortunates discarded there slowly die of thirst in sight of the lifegiving waters.
In Sharn Files: Secret of the stolen Beef Boranel you can cast a suspicion on the teammate while defenestrating the enemies. This one-shot mixes social deduction games a la Mafia or Blood on the Clocktower with fun combat encounters inspired by Tactical Breach Wizards! A perfect little distraction after you have traumatized your players during the main campaign and everyone needs a breather. This 3-5 hour one-shot for level 7 characters adds the character-driven tension to a simple but exciting dungeon crawl. Sharn Files tells the stories of Blackened Book, a special unit within Sharn Watch that takes on magical crimes. However, this mission is special, since our heroes need to not only raid an underground drug laboratory, but also find a traitor among themselves! Someone stole the Captain’s lunch and all of you are suspects. Find the traitor before the end of the mission, or risk to patrol the streets with the regular guards for a while. Features: - Over 25 lavishly-illustrated pages - 3-5 hours of gameplay - 2 custom-made encounter maps – a multi-level warehouse and a hazardous laboratory - 6 pre-generated characters, each one cuter than the other - 6 unique monsters perfect for throwing out of the windows - 4 new Magic Items approved for use by Sharn authorities - Additional subclass: Warlock who’s patron is the City itself 100% human made - no AI was harmed (or used) in the process.
"Deeptown lies in the shadow of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it's the bandits who make the darkest deals - and their ambition comes at a cost far greater than the contents of any wayward caravan. You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price. You've got three days to raise some hell." This was one of the first third party adventures under the OGL for 3rd edition published by Atlas Games under the Penumbra line. The attack on the mansion is not a dungeon crawl, but feels like a commando raid aided by some unique magic items.
You find yourself in the burning wastelands of Har'Akir - where nothing is as it seems. The desert is a powerful foe, but in Har'Akir an ancient evil is awakening and the desert will be the least of your worries. As withered hands cast off ancient shrouds, little can save you from their touch of death. TSR 9338
In lieu of a monetary reward for their latest adventure, the PCs have been 'gifted' land ownership in the form of a former religious holding on the coast. While the party cannot collect taxes, they can rennovate the building and use it as a base of operations as they adventure around the Katorian Sphere. Best of all, it sits on a vineyard!
The Disappearance of Esme is a short adventure for four or five characters of 2nd to 4th level. It will take a party from an ancient forest to a magical island at the fringe of the Feywild to the Feywild itself. As a standalone one shot, it is possible to complete it within a session of six+ hours. However, it is ideally played over two or even three sessions so that the players have time to absorb all that is happening and make decisions with more care. It can be placed within any setting where travel to the Feywild is a possibility. Features A painstakingly crafted 25 page full-color and fully illustrated PDF, a printer friendly B&W version, and a tested for screen readers accessible version A customisable, standalone adventure with opportunities for exploration, skill challenges, NPC interactions and combat Multiple entry and exit points, suggested developments for many different pathways Well rounded, complex NPCs with old school portraits Tooth Fairies, Flying Monkeys and Foglings: custom monsters with stat blocks A colorful battle map with both DM and player versions and separate monster and environment art assets
The Purple Planet: Where tribes of man-beasts wage an endless war beneath a dying sun. Where mighty death orms rule the wastes, befouled winds whistle through ancient crypts, and forests of fungi flourish in the weirdling light. Where ancient technologies offer life ... or a quick death. Bereft of patron, friend or god, your survival depends on quick wits and a strong blade. Will you and your companions stand as conquerers atop this alien land? Or will you fall beneath the blast of an ink-black death rays, just another corpse left to litter the wastes of the Purple Planet?
The first part of two lairs—a ratfolk warlock lair and a rattok demon lair—suitable for four or five 3rd-level characters. The lairs can be run separately or together as one longer adventure. Demon Lord of Rats is looking to corrupt the city with his influence. They have grown in number and now seek to infiltrate and influence the guilds of the city.
Suitable for four PCs. Adventure can be finished in one session. Several months back, Dip Halfling-Chewer and his cronies were ejected from a nearby goblin clan for indiscriminate wrestling. Their antics, although hilariously entertaining to themselves, were destructive and dangerous to the rest of the clan. The goblins spent several nights in the wilderness before discovering an abandoned wagon by the side of a trade road. There, the homeless cadre transformed the wagon into distinctly goblinoid fortress. They have had some success in assaulting and looting travelers on the road.
The Lady Marinto’s father is embroiled in political turmoil in his home nation. So he spirited his daughter away and the PCs are asked to guard her for a time. But just who, or what, is after her…and why? A four-hour adventure for 4th level characters set in the Forgotten Realms, featuring elements from far-off Kara-tur.
When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.
Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28
The final fate of Roslof Keep and the Company of the Ivory Scimitar hangs in the balance. With five levels conquered, the party must finally face the ultimate challenge of the sixth and final floor. Can the stalward adventures overcome the last defense of the Infernal Machine? Will Roslof Keep be freed from the violet corruption? What unforeseen plot twists still await those willing to brave the challenges presented in The Realms of Madness and Despair? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
You stand before the Sha’sal Khou elders as the most diverse gith hunting party ever assembled. Are you powerful enough to keep the mind flayers from enslaving your people once again? You’ll have to race across the planes to find out. A six to eight‐hour adventure for six players.