The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.
The king has hired adventurers to investigate the sudden rash of giant attacks and strange phenomena around the town of Bywater. Meanwhile the townsfolk believe an evil witch is directing the attacks and only the magic sword of the town's founder can defeat her.
The wizard Fez has faith in the abilities of adventurers. But Mephistopheles isn't as confident. So a pact was made between the wizard and the demon. As each bargained madly to outdo the other's bet, Fez was trapped in a magical sleep. More than just a wizard's pact is at stake as you strive to accomplish the seven "impossible" tasks. FEZ II is a module which will challenge your ability to overcome dangers, solve problems, and adjust quickly to the unexpected. It was the wizard Fez that made the deal with the demon, but it is you who must make good on ...
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
The insurgent agent Adan, a spy in Alvedara, came across plans for an upcoming assault on Bodrun, the largest remaining dwarven clanhold in the South. Though the dwarves were unknown to him, this Sarcosan rebel decided that he must do his best to get word to these allies in the mountains. He stole the plans and abandoned his cover identity, fleeing east along the Eren and hoping to find succor in the Forest of the Sahi before his trek into the Kaladruns. He didn’t make it that far. A legate spyhunter was on his tail within hours of his departure, and with his stronger mount and divinatory magic, was sure to run him to ground on the Horse Plains of Erenhead. Adan hoped to throw off the scent of his tracker in the town of Malima, where he had contacts and might be able to wait out the legate in a safehouse. Unfortunately, the situation in Malima had worsened since Adan had last been there, and it had become a place of exile for Alvedarans with the plague. It was a question of choosing the lesser of two evils: plague and possible death in Malima, or torture, betrayal, and certain death at the hands of the legate. Adan chose to hide in Malima, but contracted the plague while hiding from his pursuers. Though unable to contact the outside world, Adan sent his familiar, a raven, eastward in the hopes that it would reach a dwarven settlement that could send agents to aid him. The raven made it to the Hagaran Observatory in the Forest of the Sahi, where the PCs have been assisting the sages of the observatory. Midnight Runner Up - Gen Con 2005
Ten years ago, the local hunting lodge was shuttered after a series of tragic accidents. Now, a local lord has hired the adventurers to investigate the site. The catch: a medusa has been running an exotic creature smuggling ring out of the abandoned lodge—and was involved with the past tragedy. Pgs. 147-155
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.
Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The first adventure in the Vampires of Waterdeep Campaign Arc. Pgs. 62-77
"Come on," they said, "It won't be so tough, just stopping a slavery ring," they said. "I don't know," you said. "Those slaves aren't even entirely human! How do we know they won't try to kill us?" But you went, and now you're having second thoughts. There were the thieves in the lost crypts of Empyrea, raising hundreds of - no, that's too disturbing to think about. There were the three daughters who - no, that's too painful to remember. Now there's this Egg of the Phoenix. What does that have to do with anything? This was supposed to be a cut-and-dried stop-the-slavers job. Who said anything about retrieving lost artifacts? Trudging through forests, traipsing through castles, trotting throug dungeons, traveling through other planes: this has turned into more than your run-of-the-mill adventure. The compensation had better be worth it! Provided, of course, you're around at the end to collect your share. TSR 9201
Tomb at the Dragon's Spine is a companion adventure made to go along with the events unfolding during the middle sections of Folio #14 (WS1 Isle of Jade). It contains the information needed to run a side adventure during the Isle of Jade. Many centuries ago, in an age forgotten, the last of the great sea dwarf masons died on the Isle of Jade after helping construct some of the final Corsair structures the world will ever see. Now, his tomb rests on the heights of the Dragon's Back, and evil has crept into the tomb. Only the brave few might now pass the threshold for the treasures that certainly lay within. While crossing the deadly 'Dragon's Spine' of the island's interior, the party encounters a darkness at the heights. Within the ancient stones the tomb of one of the last sea dwarf master masons rests. Has the corruption of the island reached the tomb? Only exploration will reveal the truth, and the treasure. This adventure is formatted to both 1E & 5E gaming rules.
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45
Among the snow globes that sit gathering dust there is one quite unlike the others. One is full of sand and an ancient library. Shake it and you’re transported to the dungeon. Here's what it has: Beautiful cartography from Dyson Logos 27 keyed rooms to keep your players busy for a few sessions A new enemy called the Mummies who do no damage but burst into sand that gets into armor and skin, spreading a deadly disease A sand golem Pharaoh who can multiply A twisted lich (or moderately low level) who collects teeth A sphinx searching for the answer to a riddle A few traps (including snakes and skin-burrowing scarabs) A treasure room that has roughly 10,000gp worth of assorted treasures, making it difficult to export It exists inside a magical snow globe, meaning it can fit into your campaign world with ease Has repercussions and ways to continue after the fact Basically this is a dungeon for a more Old School feel.
Dead from Above is intended for use with four to six player characters of levels 6 to 8. It will likely take two game sessions to complete. The adventure is set in (and above) a hilly region at the outskirts of civilization, presumably one near the base of a mountain chain. With a little work, the GM can place Dead from Above wherever he or she desires in the campaign world.
"House of Reeds and Whispers" is the lair of a pair of red hags, suitable for four characters of 8th level. This adventure can be completed in one session. Two red hag sisters recently exsanguinated an eccentric collector named Nahl Fry and took up residence in his swamp-side home. Liori and Ijith were seeking an artifact from the ancient city of Talitheos, the sunken stronghold of the red hags. They found the artifact, a pair of knitting needles made from blood-infused coral. in Nahl Fry's collection. The sisters yearn to understand how the artifact works, and so they are testing its dark powers against a nearby hamlet. They have knitted rapidly growing crimson reeds that funnel the blood of fauna and farm animals back to the house. The hamlet's leader, Galnas, hires the PC's to investigate. The party must press through the reeds, defeat the sisters' guardians, face the hags, and end the reedy infestation.
The druids gave the forest a mind of its own; that their creation would turn evil was not part of the plan. Remember: Only you can prevent dire forests. The party must purify the sentient Black Oak at the heart of an evil forest. Pgs. 35-44
A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065
Beyond the western mountains, the orcs generally kept to themselves. Over the years they built their civilization. They enriched themselves through magic and music, and followed a doctrine of peace and acceptance that was empowered by the dangerous mountain range on one side and the swirling seas on the other. Their quiet society was shattered when a djinni named Hasteth was summoned by their elder mages. Hasteth was a creature of pure evil and perverted the wishes that it granted. In time, the orcs were able to trap the djinni within an enchanted ceramic jar called the Annihilation Hold, but not before their entire way of life was torn asunder. Many centuries have gone by and the orcs are scattered to the wind, with few recalling their proud nation. The hidden complex containing the Annihilation Hold has been discovered. Tales of wealth and magic fill the rumors the adventurers overhear. Will your adventurers brave the hazards inside to claim the riches?
The loss of Skyreach Castle in Hoard of the Dragon Queen was a major setback to the Cult of the Dragon, but still only a setback. The cult is determined to retake the castle and claim Tiamat’s lost treasure buried in its frozen walls and cloudstuff vaults, but they aren’t the only ones. Blagothkus the cloud giant is still the master of Skyreach, and he has gone to the hall of his cousin Brunvild, ice lord of Uldoveld, for the resources to repair and reoccupy the castle. At the same time, the party is dispatched by the Council of Waterdeep to reclaim some of the stolen treasures lost when the castle fell.
Two centuries past, the dwarven smith Durgeddin the Black carved a secret stronghold from the caverns riddling a hill known as the Stone Tooth. Laboring ceaselessly in their halls under the mountain, Durgeddin’s clan forged enchanted weapons for use in their vendetta against the orcs that had driven them out of their old homes. Durgeddin and his followers are long dead, but the dwarf-hold is not empty. Deadly peril waits in the caverns beneath the Stone Tooth, as well as Durgeddin’s hidden armory of matchless weaponry. The Forge of Fury is a dungeon crawl, or site-based adventure, describing the ruined stronghold of Khundrukar. The characters come to the Stone Tooth in search of a hidden cache of Durgeddin’s superior blades. They find the old stronghold inhabited by a number of dangerous monsters.