Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. The adventurers’ lives may depend on finding her first.
Life was quiet and simple in the village of Sandford before the curse; people reported hearing voices in the woods; others dreamt of a tower, white like bone. Then people started disappearing; seasoned loggers and trappers who knew the forest like a second home. Something is spreading its evil around Sandford; could it be that tower? And can your party help save the village? "Tower of Tragedy" is a stand-alone adventure designed for 4th level characters, that involves elements of forest exploration and a short dungeon crawl. "Tower of Tragedy" promises a compelling story, interesting mechanics, and engaging battles. Includes full description for the Village of Sandford, the adventure, a new monster, and two new magical items.
When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers. The events of DDEP2 Mulmaster Undone resulted in terrible geographic upheaval all around the southeastern region of the Moonsea. Massive landslides, earthquakes, tidal waves, and gnashing tornados devastated the land and the city of Mulmaster was nearly scrubbed from the face of Faerun. Fortunately, these events also revealed previously hidden artifacts—trinkets, mostly—from the ancient Netherese all around the city. The Thayans have long held an interest in the port city and wasted no time in assisting in the rebuilding efforts. They simply asked that a blind eye be turned to their archaeological interests, and in return they would continue to spend their own resources (at no expense to the Mulmasterites or even the High Blade) to rebuild the city, bigger and better than before. It wasn’t long before their interests paid off with the discovery of a research laboratory beneath the Glacier of the White Worm, far to the east of Mulmaster and nestled in the mountains. The Thayans sent a sizable expeditionary force but only two acolytes returned. The visiting Zulkir has found this particularly troublesome, and with the assistance of Rastol Shan, the head of the Cloaks, has arranged for a mercenary force to perform a more pointed investigation of the area. In return the Thayan noble has promised significant compensation. Upon arrival at the dig site, the characters are quick to discover that the laboratory hides ancient and palpable evil. The purpose of the facility can be discerned with careful investigation, and the effect of the still-active fragment of the Dark Obelisk has empowered (some may say attracted) servants of the Worm that Walks. Danger and death await, certainly, though the characters always have the option of running away and living to fight another day…
Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver. Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. n the first, the heroes are drawn into an epic quest to uncover the secrest behind the retuns of an infamous AD&D villain long thought dead. In the second, the city of Sigil threatens to explode in a faction war for control of an old church and a mysterious force lurking within it. Dead Gods also features a Monstrous Compendium entry for a brand new fiend, full color illustrations to bring scenes alive for players, and a poster sheet of maps for the Dungeon Master. Dead Gods builds on story elements first explored in the Planescape adventure anthology The Great Modron March, though that product is not required to use this one.
"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.
A5e Solo Gamebooks quest for 1 Level 2 PC, this adventure sees the brave adventurer enter Weathercote Wood in search of a noble's son. The local legends around this wood are full of terror... Dare you enter? This is written like the classic 80s gamebooks Lone Wolf and Fighting Fantasy... no DM required! Part of a series, the PC can then continue to Tyrant of Zhentil Keep, and Citadel of the Raven beyond that.
The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.
This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.
Indomitable it stood for centuries, a symbol of order in a world of chaos. Bastion of the pass through the Kamph Mountains, the very stones of the Keep of Adlerweg were the stuff of legends. What evil power had strength enough to take it? How were its defenses swept aside? Fell creatures now attend the battlements that overlook the only pass between Berghof and the sea. This is not a pretty problem to be solved by the militia of the local villages. These and more may be needed to withstand the mayhem stirred up by the fall of the keep. Indeed, if the Keep is not retaken, and retaken soon, the Hold of the Sea Princes itself may not be secure. Now is the time for heroic action. Aided by the Sentinel, former protector of the legendary Guardians of Adlerweg, have you the courage and the determination to rid the keep of its sinister occupants? UK3: "The Gauntlet" (1984), by Graeme Morris, is the third UK-series adventure and the second half of the two-part Adlerweg series. It was run as the final round of the GamesFair 1983 AD&D Open (and won by a RuneQuest fan!). It was then published in 1984. TSR 9111
Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272
You step forward into the circle of runes and feel your stomach lurch. Within a blink of an eye, you find yourself in the arena. You can no longer see the audience but you can faintly hear them cheering and chanting beyond the arena’s walls... In Azaruuk's Ultimate Battle Royale the players find themselves whisked away to Sigil, the city in the center of the multiverse, where the must face off against each other in Azaruuk's arena. In this arena they will fight Azaruuk's Homunculi and dodge devious hazards all while trying to defeat the others to become the Ultimate Champion! This module is intended for two or more level 10 players, however it can be run for players of any level with only a little tweaking required. There is no need for a dedicated Dungeon Master when running this module. Everyone can have their own character and responsibilities of the Dungeon Master can be shared between everyone. It includes: An exciting player versus player encounter Rules for building better balanced characters including how to handle equipment Rules for running this module without a dedicated DM Various hazards such as lava pits and lightning rods A new Arena Action mechanic for dynamic hazards A new monster to fight: azaruuk's homunculus Two new items designed to make PvP combat more exciting: insignia of ba'sha and tonic of exceptional healing A detailed map of the Arena
Questing through the forest, you will be tested. Which side will you take between a wizard and the Keepers of the Veil? Will you be able to find the materials necessary to help cure your friend of the ancient evil that assails him? And when it comes down to it, what are you willing to sacrifice for your beliefs? Third Time’s the Charm picks up where Second Glance left off and invites the PC to find a wizard who can help heal the Crystalline Curse slowly paralyzing the PC’s friend and protector. As the party grows closer on this adventure, learning to depend on one another, they must also navigate the Veiled Wood’s changing landscape, deciding who they can trust and who they will help as much lies in the balance. Though this was written as the third installment in the Crystalline Curse Trilogy, this adventure can be inserted into any campaign setting and scaled accordingly. Third Time’s the Charm is part of our mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a third-level character in a one-on-one 5th edition D&D campaign. Everything you need for your own two-person game is inside! This product includes: -A 3rd or 4th-level adventure adaptable to any setting -Stat blocks for one new creature and two NPCs -A region map, two sitemaps, and a hand-drawn dungeon map to aid the PC’s investigations -A fully realized forest region with fleshed-out NPCs and places to explore -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -Four custom magical items And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. Published by D&D Duet.
Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59
The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!
Invasion of Veluna - Level 1 Demons have invaded Veluna, laying waste to Verbobonc and small towns! Survive the siege, and track down their origins. This adventure has inspiration from The Village of Hommlet. Infiltration of Dorakka - Level 2 Rumors of Demonic Invasions have the characters traveling across the lands of Iuz, surviving in the war torn wastelands to reach the Rift and back to infiltrate the capital of the fiendish Empire. This adventure has inspiration from The City of Skulls, with a special optional twist. Scant Rebellion - Level 3 Rumors of demonic forces across the Flanaess are forcing the hand of the Scarlet Brotherhood. Aid or covertly work against the Brotherhood to eliminate or save the Free Onwall Army of Rebellion and create a temporary peace. Assassination - Level 4 The Free Onnwall Army of Rebellion has been weakened. The Scarlet Brotherhood mean to end its threat with the permanent removal of a key leader and funder of the army. Beneath the Gnarled Root - Level 3 Mad demonic cultists wandering listlessly across the Gnarley have been ranting and raving of a secret asylum hidden beneath the gnarled root. Find the dungeon, and learn what secrets it may hold. Quarry of Elemental Chaos - Level 4 The demonic forces near the Gnarley have constructed a massive quarry to tap into the elemental chaos, using its power to locate a magical artifact for a greater evil. Dive into this massive dungeon and end the insanity in an adventure inspired by the Temple of Elemental Evil. Irongate Heist - Level 3 Azure Masks have tracked an important magical relic to be in the possession of a traveling author who has just come home to Irongate to celebrate his newest book launch. During the party, enter his home and steal the artifact while forces work against you. The Bright Desert - Level 4 Rary the Traitor has partnered with the demons to gain information on the Lost Pyramid of Kesh. Within is the legendary Scorpion Crown that would hand the fiends an army of tlincalli. You must race across the desert to reach the pyramid before Rary's forces in this adventure based on Rary the Traitor and Desert of Desolation. Bastion on the Borderlands - Level 5 The bravery of the characters has seen them rewarded with a bastion in Keoland abandoned by the Knights of the Watch due to political pressure. The characters may take a moment to breath, place roots down, or bring order to the nearby chaotic caverns in this adventure inspired by Keep on the Borderlands. The Neverending War - Level 6 Transported to and trapped within the neverending war in the lost city of Rauxes, the characters are tasked with ending the curse upon the city to escape this D&D roguelike adventure. Jungles of Hepmonaland - Level 7 The mirror of gates, an artifact to easily bring groups of people across the planes, has been split. The first piece has been discovered to be deep within the Jungles of Hepmonaland in this adventure inspired by Needle. Across the North - Level 8 Rumors of artifacts in a hidden vault in the northern Flanaess have circulated for decades, but with the keys now showing up, and demons circling, this rumor could be a key to stopping this invasion in this adventure inspired by Five Shall Be One. City of the Lizardking - Level 9 The Silent Ones have maintained a close relationship with a band of Lizardfolk in the Hool Marsh. Their recent silence, following a discovery of another piece of the Mirror of Gates could only mean one thing... They need to be saved in an adventure inspired by Tomb of the Lizardking. Lair of the Kraken - Level 10 The Ladies of Crede had discovered yet another shard of the Mirror of Gates, having it transported to Oakenisle when the shipment was attacked by a kraken. Now the characters must go on a very deep sea adventure to take back what is theirs. The Demonic Rainbow Dungeon - Level 11 Unbeknownst to most, beneath the Free City of Greyhawk is a massive dungeon constructed by a variety of creatures to funnel power for Demogorgon to maintain his charade of an alliance with the Queen of Chaos. Put an end to his scheming in this adventure inspired by Castle Greyhawk. Comes Sail Away - Level 12 The characters partner with the Scarlet Brotherhood to traverse the sea of worlds and enter the City of Glass in the Elemental Plane of Water, trying to gain the Ax of Severance before the Queen of Chaos. This adventure was inspired by The Vortex of Madness and Other Planar Perils. Fly Away With Me- Level 12 Dropped into the middle of Aaqa in the attempt to stop the Queen of Chaos' plan, the characters must naviagte politics and the infinite skies to reach the Ax of Severance before the demons. Through the Fire and the Flames - Level 12 Inspired by Secrets of the Lamp, this is a political-intrigue quest, with characters forced to navigate the politics of the City of Brass, getting a new sultan in power to gain the Ax of Severance before the demons under the Queen of Chaos can seize upon the chaos they wrought. Underground - Level 12 The characters must navigate the shifting labyrinths of the Elemental Plane of Earth to pull off a heist and find the Motherlode before the demons! Portal of the Drow- Level 13 The time has come to enter the Abyss. The nearest - permanent - portal is inside the drow city of Erelhei-Cinlu and is guarded by the son of Demogorgon. As a result, only one action is reasonable: besiege the great city in this adventure inspired by Vault of the Drow. Invasion of the Abyss - Level 14 Upon finding themselves in the Abyss, the characters arrive in the uppermost layer of the Abyss, trudging through 13 layers to reach the home of the Queen of Chaos in this adventure inspired by the Demonweb Pits.
A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.
"I said right from the very beginning: this is going to end badly. But I never imagined it would be this horrible..." — Mydith Ryc, survivor of the High Walls Massacre A wandering prophet comes to a High Walls refugee camp on the outskirts of Sharn. He carries a message that brings people hope but also deepens the rift between communities. His sermons blame the district’s growing troubles on a new type of outsiders: peoples of Droaam. As tensions grow, a sudden ritualistic murder brings the entire community on the edge of collapse. Dive into a dangerous power struggle between Old Man Garin and the hardened captain of the guard, Elara Talsen. Echoes of Salvation is a gripping mini-campaign designed for four to six 5th-level characters, where it is almost impossible to save everyone and the time is always ticking. Features: - Over 25 beautifully grim pages - 10-15 hours of gameplay - Optional rules to keep your players on their toes - Intricate Influence system to weave power currents in the camp. Comes with a convenient tracking sheet — tyranny was never so easy to track - 9 unique monsters with custom rules for crowd fights - Custom maps of High Walls Refugee camp for both exploration and battle CONTENT WARNING Murder, gore and mutilation, manipulation (gaslighting), substance abuse, xenophobia, political violence, police brutality, child endangerment. No AI was harmed (or used) in the process
Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41
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.
This adventure is designed for the D&D Adventures League Season 5 - Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. While it is intended for a party of around 6th level, the nature of the quest is such that it fits easily with a higher level as well. It will put your players in contact with Felgolos, the bronze dragon that is encountered in Chapter 9 of D&D Adventures League Season 5 - Storm King’s Thunder, as well as the ancient dragon Iymrith, who plays a prominent role in the main plot. Of course, you can also change names and locations to make this adventure fit into any other campaign world – as long as it has dragons and deserts. Enjoy!