Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. An Adventurer's League Four-Hour Adventure for 5th-10th Level Characters.
The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057
Something is killing people in Palebank Village, and if the party does not stop it they could be next.
They say the legendary Ashes of Evensong have been found! In the year 689 DR, the song dragon Evensong was incinerated by Kallurous, a red dragon. In the wake of her death, Evensong’s ashes were gathered into a hundred urns by members of the Harpers. Originally intended as mere relics, the urns fell out of the Harpers’ possession when the caravan transporting them was ambushed. They were thereafter lost to history. Three months ago, stories began to circulate that at least one of the urns has been found. An artificer from the city of Elskar claims to have acquired some of Evensong’s ashes. According to his story the ashes are more potently magical than even residuum, created as they were from the mortal remains of a powerful magical creature burned to ash in the fires of an even more powerful dragon’s breath. This tale is dismissed by most, but certain factions and private interests aren’t willing to reject the possibility without investigation. If true, the artificer may be in possession of a highly dangerous and unfathomably valuable substance. More importantly, he may be in possession of the knowledge of where it came from, and the secret of what happened to the Ashes of Evensong all those centuries ago. In search of the truth behind a rumour that some of the Ashes of Evensong have been found, the player characters find that the Ashes are ultimately incidental to a far more worrying development. The trail of the Ashes leads them to the discovery of a fiend pact warlock operating among the ruling class of the city, a vault of forbidden magics the secrets of which have been breached, and a diabolic artefact about to be reclaimed in the name of a Duchess of Hell. With a focus on investigation, puzzles, and dangerous traps, Ashes of Evensong rewards players for caution and cleverness. Published by Spilled Ale Studios
In this level 1-5 adventure for 3-5 players the party is tasked with the rpg standard mission a.k.a. catching rats in a cellar, only in this case they are not rats but guinea pigs. However this is all a big ruse to get some test subjects together, because the mage who gave them the job actually wants to start a gameshow. People from around the world can compete here for prizes in front of a live audience. However the games will have to be tested and that's where your brave adventurers come in. This adventure contains 10 different puzzles, 10 different rewards and tips on how to adjust the encounters for players of higher and lower levels than the recommended level of 3.
If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.
A mysterious adventurer stumbles into an inn in the night, looking for an escort to the nearest temple. Before the night is over, he inexplicably disappears, leaving a trail of corruption leading into the nearby woods as packs of twisted forest creatures emerge to plague travellers. Pgs. 83-89
The battle for Jakandor is joined as two cultures clash - fierce barbarians and powerful wizards who both believe their destiny is to destroy the other! In such struggles legends are forged! Jakandor, Land of Legend brings the epic struggle of the Jakandor ODYSSEY trilogy to its startling climax. The Knorr and the Charonti are embroiled in a blood feud to claim ownership of their island home: Here are the legendary battles that will either unite two nations or destroy them. This product presents an anthology of adventures and the tools to run an exciting campaign in this land of feuding barbarians and wizards. Additional sites, details of Jakandor's wilderness, and expanded random encounter charts are part of the package. A full-color map features the first true view of the island, combining the Knorr east with the Charonti west. The adventures, adaptable to either society, allow players to explore both the Knorrman and the Charonti cultures. Included is a scenario to help DMs add Jakandor to their existing AD&D campaigns, as well as a large adventure that explores an extensive underground ruin. Finally, rules are presented for battles between the gigantic magical constructs of both cultures. Contains 7 adventures: Island of Fire, Island of Death Vengeance at the Great Drum Amid the Ruins Siege of the Magelord Home Again, Home Menu for Adventure When Titans Clash TSR 09472, From 1998
The best of intentions. Pay your taxes or go to jail - and don't even thing about using magic. Pgs. 8-23
Part One of the Umbral Aristocracy Trilogy. Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on. A Two-Hour Adventure for Tier 1 Characters.
Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.
As winter releases its grip on the region surrounding the town of Phlan, secrets are revealed within Glumpen Swamp. Strange landscapes and sigils have been found beneath the mud, and the wildlife around the swamp has become greatly agitated. At times a spectral figure can be seen in the distance, only to disappear upon approach. Can you discover what is happening in the muck and gloom?
Centuries ago, two rival thieves' guilds crafted a number of intelligent weapons to aid them in their conflicts. Although the guilds are now long dead, their weapons remain, and have begun to recruit new soldiers from the people of Sasserine. Can your PCs put an end to this deathless war?
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
An emissary from the dwarven community of Hearth-Home approaches the player characters, beseeching them to aid the dwarves in finding a powerful mage who might bring disaster upon not only their mountain fortress, but all of the Thunder Rift! Escape from Thunder Rift adventure leads the heroes into a dark dungeon where they may discover a gate between the valley of Thunder Rift and the World of Mystara. Packaged with a DM screen. TSR 9437
Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.
The hamlet of Thistle has a problem. The river they depend on for trade and food was recently poisoned with a tide of filth, and a goblin named Belig has claimed responsibility. If the people of Thistle don’t pay a ransom, Belig has promised them much worse will come with the next poison tide. A Forgotten Realms adventure for 1st-level characters.
Lycanthropy or Misanthropy? When the moon shines brightly, someone – or something – is stalking the streets of Timbertown. Can the heroes figure out who – or what – and settle the matter before panic breaks out?
Bizarre thunderstorms in the city of Arabel are only the beginning. Who is killing all the city's mages? Foul weather foes A city is plead by mysterious weather and unique monsters. The Party must find and stop whatever is causing the weather and the monster to attack. Pgs. 28-43
A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.