Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed. How will you fare now that the great Baba Yaga is in your neighbourhood? TSR 9471
The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon Claw and put a stop to it. Mad Money vs. The Dragon Claw will take players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headquarters, where they must deal with the legendary Cult of the Black Leopard - all in the name of the Mad Monkey. Mad Monkey vs. The Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement to the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs. The Dragon Claw is designed for five to eight characters of Levels 6-9. TSR 9242
A terrible and unnatural fear has come over the people of Waterdeep. In a matter of weeks, dozens of people are missing, and more disappear each night. Rumors tell of curses, phantasms, demons, and possession. In truth, these are the victims of tiny parasitic brain maggots unleashed by the illithid dragon called Brainstealer. The fate of its victims fall on your shoulders, as you discover his lair and prepare to raid it.
With your last adventure complete you head to town to sell off loot, replenish supplies and to find a bard to tell your tale to so that your fame can increase. As the group goes their separate ways you are wandering through the muddy streets when a shriek is heard. You see a man stab a merchant and attempt to escape. With no time to gather your associates you call for your mount (or borrow one) and give pursuit! This scenario is a true solo meaning you don’t need a DM to officiate. It is suggested that a 4th level be used for “meatier” characters or 5th for those of less daunting stats.
This is an introductory adventure to Eberron and Sharn. It is written for 3-6 characters of levels 1 to 5. This adventure showcases the versatility of urban adventures in Sharn. The adventure takes a party of characters from the lowest and more dangerous parts of the city, the lower wards and The Depths, to the highest and most exclusive neighborhoods in the upper wards and the Skyway. This adventure has it all. There are roleplaying opportunities, underground exploration, interesting NPC's, a flying chase scene on flying vessels, and a BBEG with enough charisma to captivate any player.
A scenario for a party of 4th-7th level adventurers You've earned quite a reputation as fearless adventurers, the sort who take on anything. But what happens when you come face-to-face with the challenge that bested the greatest adventurer in the whole Kingdom? Can you succeed where Feyr-Panniras failed? Can you find what has turned his friends against the Kingdom? And, more than anything, can you survive against the power of the New Gods?
Far to the west, beyond civilized lands, lie the Tolomak Islands— volcanic peaks covered in pestilential jungle and bestriding sunken ruins. The legends say the Tolomaks are home to treacherous witches, ferocious cannibals, moon demons, and worse! Wise are those who steer well away from these accursed jungle isles, but not everyone is wise… For the legends also speak of power unimaginable and treasures beyond the limits of mortal avarice. Now, under the light of the triple moons, a band of intrepid adventurers sails ever nearer the islands. With luck, they will escape with a fortune; without it, they may not keep their souls.
Tristan Harpell, a self-centered though likeable young mage, has bought a magic village! A month ago he sent his servant off to take possession of it, and he's heard nothing since. Our heroes are sent to investigate - and find an adventure unlike anything they've experienced before...
In the beginning, a pair of sphinxes — one male and one female — guarded a desert temple in relative peace. They watched over a vault that held a magical ring that could change the world. The androsphinx — Bazymoros — succumbed to corruption; he denounced the trickster god who created him. Bazymoros forged a pact with the demon god, Baphomet, becoming violent and sought to claim the item in the name of his patron. In an effort to save the world, the gynosphinx Asmuzi defeated him. She locked Bazymoros away, never again to see the light of day. The androsphinx remained as an example of what not to become. It has been so long since this battle that much of the knowledge of Bazymoros has disappeared from the collective memory of the races that inhabit the world. All that remains is the knowledge of the dangerous gynosphinx made from the flesh of human and creature. . . and the treasure she keeps.
“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.
Deenus was a necromancer that was put out of business a quarter century ago by a group of adventurers. Despite their success, the delvers were never able to discover the dungeon entrance. Your new benefactor may have information on that…
An Early-Level Adventure Game Module Suitable For The Osric Rpg System Or Any Other 1e Compatible System. A Shaft Has Been Discovered Below The Old Watchtower Outside Of Town. Worse Yet, A Boy Has Fallen Into It! Your Party Must Race Against Time To Save The Boy And Sift Through The Remains Of The Watchtower On The Hill!
A great threat lopes toward a small city at the edge of a wasteland. One of the leviathans of the wasteland, a gigantic malevolent creature known locally as a “walker,” appears to be on a course directly through the city. The PCs are called to heroism by the city’s council, who have learned that the walker is being directed by a foul darakhul who has gained control of the creature and directs it from atop its shoulders! Scouts have discovered a portal used by the ghoul to teleport atop the walker. With a hastily scrawled map, the party must navigate the wild hills to locate the magical doorway. In this epic and deadly adventure, the party must navigate wild hills, locate a teleportation portal, and slay the Darakhul and his minions on teetering platforms built atop the shoulders of the walker.
All the children of the Blight know the nursery rhymes about Bloody Jack Carver, cautionary tales for naughty or overly inquisitive children to mind their manners and obey their parents. However, their parents know the true horror of those times 30 years ago when the lunatic serial killer known as Bloody Jack Carver stalked the fog-shrouded streets of the Blight and abducted children. The killing spree finally ended, but the perpetrator was never caught. When the PCs are deputized to assist in a homicide investigation, they find terrifying clues that point to the three-decade-old Bloody Jack killings and signs to indicate that they were just the beginning. Now the PCs are in a race against time across the breadth of the decrepit and deteriorating city that is the Blight as they attempt to stop a new killing spree before it can start. The PCs’ investigation takes them from the halls of the Capitol and the seedy streets and alleys of Toiltown to the garish carnival piers of Festival and the pollutant-crusted banks of the Great Lyme River. Only they stand between the children of this decayed city and new nursery rhymes being written in their blood. Bloody Jack is a stand-alone adventure set in the Blight for 4–5 5th-level characters.
Sometimes wandering through the frontier garners information as opposed to bloodshed. In this adventure the party stumbles across a party of Plainsmen who tell the party of some strange goings on at a remote graveyard. They tell the party that they observed ghostly figures after a lightning strike and small fire. As they were unprepared to deal with the undead but suggest if the party is up for some experience, perhaps they should head north in the morning!
Penchant for Adventure – 5 takes a single PC and DM back to a popular ‘haunt’. With the normal group taking a little time off your PC hears of a gambling tourney in Penchant which coincides with the annual Reaping Festival. Give your player a chance to “howl at the moon” in this quick but dangerous adventure! Remember, Penchant is not for the faint of heart…but have no fear, the adventure is free so no risk in that regard.
Devastated in a war with a nearby wizards' school, the Fighters' Academy has since been surrounded by a foul and dank swamp - the Gloomfens. Since the climatctic battle between the wizards and fighters, the tower has decayed. The spirit of the head of the academy haunts the building, eternally plotting his revenge on the wizards who killed him. his loyal sutdents remain faithful to him even in death. Other foul undead have made their home in the rotting, spacious academy. From their lair, they make forays into farmsteads near the swamp in search of victims to feed their unspeakable appetites. The Problem of these terrible attacks by the savage undead will not stop until the evil that has found a home at the tower is burned from the face of the land forever. Will your party heed the call and help the town of Melinir? Will they be able to clear the former Academy of its undead? Lair of the Vampire Lord is the third in a three part adventure, The Haunted Tower. Or, it can be ran as a stand alone adventure. The choice is up to you. Part of TSR 1081 The Haunted Tower
A murder mystery adventure for AD&D. Can the police solve the mystery in time? The Arch Mage is dead. Murdered. The players must solve the mystery before time runs out. Pgs. 41-61
Run, play or splice up 66 pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) mini-sandbox for Labyrinth Lord or the well-aged fantasy rpg of your druthers. Contains: • A 25-site pointcrawl of the otherwordly Slumbering Ursine Dunes region. Beyond the big ticket adventure sites you will find along the way a Polevik-haunted rye field, a Zardoz head-living hermit, bearling pilgrimage site, antediluvian beaver engineers and other assorted madness. • Two separate “dungeons”, the bio-mechanical, lost-in-time Golden Barge and the faction-contested Glittering Tower, with enough detail and portability to be slotted into an existing campaign. • The Chaos Index, a dynamic events system for modeling the mythic weirdness of the Dunes. Actions of the players in the sandbox will escalate or de-escalate the levels of events. • Four competing factions operating inside the Dunes, plus guidelines for their mutual interactions.
Characters are inducted into the Clifftop Adventurers’ Guild with a literal leap of faith, playing the notorious freefall game Sharn Chicken—who will be the last to activate their feather fall talisman? As new members of the guild, they are then tasked with collecting an artifact, tied to the fires of Fernia, from an artificer in the deep forge districts of Sharn. Within the Cogs, the characters find the item has not even been finished—the warforged employees of the forge are on strike! In order to resolve the strike, characters might join the protest, seek allies among the warforged locals, or earn the crew some street cred by taking part in an underground wrestling match. Once the warforged have returned to work, the party must help an artificer stabilize the magical forge while being attacked by emerging fire elementals. Finally, once the prize artifact has been constructed, the characters fight their way past an ettin enforcer for the monstrous Daask crime syndicate.