An evil cult gathers for one night of dark acts, and on this night a group of brave adventurers enter their hide out. It is a mission of stealth and subterfuge for the dark forces are powerful, and quick thinking is needed to succeed for one night amongst the necromancers. The adventure introduces several new monsters and magic items. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
The kuo-toa are a piscine race with a psychic affliction that makes them behave erratically and invent gods when feeling threatened. That same affliction gives them the power to bring those gods to life. Blibdoolpoolp is the most widely worshipped, and thus most powerful, of their gods. Blibdoolpoolp views the kuo-toa as her children despite having been born after them. Like all good mothers, she nurtures and protects. One of her chief concerns is understanding the kuo-toa’s psychic affliction, which causes them to undermine themselves whenever they strive for greatness. She discovers that a corrupted elder brain deep in the Underdark has a connection to the race; though the connection gives them psychic powers, it also turns them into powerless thralls, explaining their self destructive behaviors. Constrained by the same leash on her children, Blibdoolpoolp seeks adventurers to destroy the elder brain. Its death would free the kuo-toa, but potentially at great cost: if the kuo-toa lose their powers, will Blibdoolpoolp die?
Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous, forgotten treasure. What is its sinister secret. Made for 5-10 character of levels 1-3, contains maps, handouts and encounter descriptions. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. TSR 9062
The small fishing village of Fairmarsh runs along the riverside of the Winding Water. An ancient tomb holding a dangerous trophy has been disturbed, unleashing a long-forgotten enemy on an unsuspecting village.
In this adventure, the player characters discover the illegal actives of an ambition Red Wizard operating out of an enclave in a small town. This adventure is short and a great way to introduce players to Red Wizards. For a group willing to use diplomacy fighting they can cut down there combat. The adventure is found on pages 284-287
Finding missing people is a job any adventurers for hire get used to. But when the missing person turns out to be the recently deceased wife of a prominent merchant's son, and when there is the small matter of a major jewelry theft to deal with as well, then you've got an adventure that is nothing other than normal.... Find the Lady is an adventure for the D&D and AD&D game systems. It is designed for a party of 1st - 3rd level characters, with secondary skills generated according to the article in this issue. This scenario was not designed with any set number of characters or mix of professions and levels in mind, and could equally well be run as a group or solo adventure. It can be played as a one-off adventure or as part of the Pelinore or Zhalindor campaigns, and notes are included on placing the adventure in either world. GM2 Find the Lady Pgs. 15-46
This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine of the Kuo-Toa." Contained herein are referee notes, background information, maps, and exploration keys intended for use with the Advanced Dungeons & Dragons rules. The adventure can be used alone or as part of an extended adventure that begins with G1-3: "Against the Giants" and continues with D3: "The Vault of the Drow" and Q1: "Queen of the Demonweb Pits." TSR 9059
The village of Hammerston is the site of a quick meal stop for a single PC and they quickly discover that the people are highly superstitious. A mage booms into the Kingfisher Tavern and reports his apprentice was chased while returning from collecting some items. The apprentice refuses to return to the cemetery where he was attacked and the mage, seeing your adventurer garb seeks your assistance.
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
Hurtling through time, you find yourself embroiled in a struggle to keep the fledgling town of Waterdeep from succumbing to a vicious Troll invasion. But sometimes the true threat lies within the city walls... Part Two of the Folded Time Trilogy.
The Raven Queen’s servants often seek out mighty allies. One of these is the black dragon Quetzallus, who resides in a deep cavern on the Shadowfell guarding a stream of souls flowing into the Raven Queen’s realm. But a death knight named Raxikarthus, betrayed by the Raven Queen in life, now seeks to enslave this dragon for his own purposes. He madly believes that he can stand against the Raven Queen, and seeks allies of all stripes—even her own servants—to do so. The death knight has found a pathway into the Shadowfell thought closed by mortals. Beneath a decayed keep, the undead dragonborn has reopened this portal and led his forces into the Shadowfell itself. The PCs are called in to beard the death knight in his lair. They find it abandoned, but discover a strange passage in the lower reaches. Pgs. 162-167
The Halls of Runehammer is a classic dwarven dungeon crawl for 5th edition dungeons and dragons. The core adventure module is desigend for characters who are second level and should take a party up to 4th level. 150 years ago a horrible plague called the Red Death swept the known world. When faced with the destruction of their entire clan some of the dwarves of Runehammer turned to a dark evil in an attempt to survive. Until recently that evil lay dormant, but now it threatens to engulf the entire region surrounding the Halls of Runehammer including the small town of Last Stop. Features over 8 episodes of encounters flled with action, excitement, and danger Blaze your own path or choose from two sets of pregenerated characters; one party of dwarves and one party of the canon characters for the Asnar: The Last Kingdom campaign (digital download) Contains 25 available digital maps for high quality printing or use with Online systems like Roll20 (digital download) Comes with Combat Encounter sheets for most combat encounters to help speed up your game play (digital download) Comes with a fully printable puzzle ring trap for Episode 7: The Pump Tower Contains 30 pieces of artwork created just for this adventure and 14 additional licensed pieces of artwork
A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050
A Secret Buried for an Aeon is About to Sprout! From beyond our dimension, a living seed has festered here for an aeon. Within it lurks the nascent form of Akavala, the Ravenous Tree, dread ruler of a shattered world and its carefully gathered and subjugated protectors. Two of these powerful creatures escaped into the underworld drawing champions and enemies from the complex societies found there. As the god-seed grows, the world creeps closer to its doom. Includes: Full adventure, a new patron, new spells, new magic items, the Living Weapons of the Empire of the Thal, and many many new monsters. Published by Mystic Bull Games
Men always seek the blood of monsters. Some spill it to avenge their massacred families. Others swim through an ocean of gore to find treasures worth the envy of kings. A few know blood can be a priceless treasure in and of itself. Alchemy has long used the lifeblood of monstrosities as arcane fuel, and of all the legendary beasts, the blood of the gorgon holds the most secrets. Few know the blood's darkest lore, its ability to draw out the monster within every soul. Those who drink gorgon's blood are forever changed, and the darkest horrors of their mind unleashed. The heroes hunt a deadly murderer who stalks the streets of the Free City of Zobeck after nightfall, and cross blades with a guild of monsters who rule the city from below. Lucky heroes might risk no more than their lives. Unlucky heroes must wager their souls in a game where monsters and men dance close enough to share their blood and their fate.
In ancient times, the area now known as the Dyrgalas Fens was home to a flourishing civilization of nature worshippers who wrested a living from the forest around them, built open-air temples, and generally did well. Over the centuries, a series of natural disasters (some say a series of foolish magical experiments) led to a rising water table and turned the forest into a vast swamp. As the water rose, most of the people left. Today, a few stalwart humans remain in the fens, living off the land through hunting, fishing, trapping, and even some agriculture. In addition to these honest folk, the Dyrgalas has some less savory residents, including both black and green dragons, trolls, hags, escaped criminals, and a host of lycanthropes. Most of these creatures prey on travelers foolish or unlucky enough to enter the fen, and sometimes raid both inside and outside the fen. This adventure, intended for characters of levels 6 to 8, deals with one group of raiders who make their lair in the Dyrgalas. A weretiger called Gavriil has formed a group of assorted lycanthropes into a band of cunning brigands. The lycanthropes favorite caper involves infiltrating a merchant caravan while posing as travelers, merchants, or swords for hire, then attacking it from within. Gavriil and his servants also take on kidnappings, murder for hire, and any other unsavory tasks that come their way.
You have travelled to the legendarily festive town of Hamlet Court for the world famous Midwinter festival. You’re not in town long before you discover that the previous night, the annual Villager vs. Kobold snowball fight turned violent, putting a dampener on the festive mood. Madam Mayor looks solemn as she asks you to investigate exactly what has turned the long peaceful Snowbolds violent. She suggests you head to their Snow Cavern and fix the issue before it ruins Midwinter
An anthology containing 13 individual adventures designed for players from Level 1 to 14, this DnD 5e book is unique in that it explores a variety of lands inspired by real-world cultures. This includes worlds based on the mythologies and histories of Central America, Vietnam and even the American South.
When elf noble Caracticus Swordstar approaches the party with a fetch quest, it seems simple enough. But the item he seeks was brought deep within the forest, stashed in a long-forgotten mansion, and guarded by a sentimental banshee. The party must navigate the mansion and the entangled pasts of the Swordstar and Shandorel families to finish the job, or find themselves the next undead guests of Giltred. Pgs. 61-67
This is the standard fantasy age of the Nameless Realms, the 5th Age, and the setting can be easily incorporated into any world. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.