The Tranquil foothills of the Sword Mountains are quickly plunged into chaos, as a series of earthquakes spread their way through the region. Adding to this danger, bands of vicious, flesh-eating monstrosities have clawed out of the shattered earth, attacking travellers and local residents. Rumours of wealth and riches have drawn the adventurers to the area; little do they know that it is not gold and jewels these monsters protect, but a volatile portal into the Underdark with a disturbing secret.
๐๐๐ญ๐ญ๐ฅ๐ ๐๐จ๐ซ ๐ญ๐ก๐ ๐๐ง๐๐๐ซ๐๐ข๐ญ๐ฒ is a ๐&๐ ๐๐ญ๐ก ๐๐๐ข๐ญ๐ข๐จ๐ง adventure designed for a DMโs use in any ๐ ๐จ๐ซ๐ ๐จ๐ญ๐ญ๐๐ง ๐๐๐๐ฅ๐ฆ๐ฌโข campaign. It was designed and written by writer, editor, and developer Monica Valentinelli (๐ ๐ข๐ซ๐๐๐ฅ๐ฒ ๐๐๐, ๐๐๐ฆ๐ฉ๐ข๐ซ๐: ๐ญ๐ก๐ ๐๐๐ฌ๐ช๐ฎ๐๐ซ๐๐๐ ๐๐๐ญ๐ก ๐๐ง๐ง๐ข๐ฏ๐๐ซ๐ฌ๐๐ซ๐ฒ ๐๐๐ข๐ญ๐ข๐จ๐ง, ๐๐ง๐ ๐๐ฎ๐ง๐ญ๐๐ซ ๐ญ๐ก๐ ๐๐ข๐ ๐ข๐ฅ ๐๐ง๐ ๐๐๐ข๐ญ๐ข๐จ๐ง ๐ฅ๐ข๐ง๐๐ฌ), with rules and editing by developer, writer, and editor Scott Holden (Scarred Lands RPG, Ravenloft RPG, EverQuest RPG, and EVE Online). ๐๐๐ญ๐ญ๐ฅ๐ ๐๐จ๐ซ ๐ญ๐ก๐ ๐๐ง๐๐๐ซ๐๐ข๐ญ๐ฒ takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed. Can your party emerge victorious and save the day? ๐๐ง ๐ญ๐ก๐ข๐ฌ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ซ๐ ๐ฒ๐จ๐ฎ ๐ฐ๐ข๐ฅ๐ฅ ๐๐ข๐ง๐: * Adventure background and hooks * Map to the Undercity * Detailed location guide * Suggestions to increase and decrease the Challenge Rating * Advice to customize the adventure to your party * New! Crimson Coins thieves' faction and characters * New! Ten Legs tribe, Goblin Beast-Master, and Beast-Rider monster variants * New! Corrupted Shield-Guardian monster variant * New! Ancient Revenant monster variant This adventure includes three, separate three-to-four hour long missions that can be run in any order, depending upon the needs and composition of your party members. While this was designed as an adventure module for 7th- to 9th-level characters to be run in the recommended timeframe, you will find notes to adjust the missions to increase or decrease their difficulty and length. ๐๐๐จ๐ฎ๐ญ ๐ญ๐ก๐ ๐๐ฎ๐ญ๐ก๐จ๐ซ: Monica Valentinelli writes stories, games, essays, and comics about magic, mystery, and mayhem. Find more titles by Monica on ๐๐ซ๐ข๐ฏ๐๐๐ก๐ซ๐ฎ๐๐๐.๐๐จ๐ฆ and ๐๐ซ๐ข๐ฏ๐๐๐ก๐ซ๐ฎ๐ ๐ข๐๐ญ๐ข๐จ๐ง.๐๐จ๐ฆ.
When the characters arrive at the fishing town of Estinn, they find it totally abandoned. Can they solve the grisly mystery of what happened to the town and stop a monstrous threat that lurks in the cold, deep waters of the bay? Born in Blood is a Lovecraftian horror one-shot for four or five 9th-level characters. It takes about 4-6 hours to complete and includes: -A gruesome mystery of betrayal and dark rituals -An underwater dungeon hidden beneath the sea floor -A harrowing battle with a newly born godling! -High-quality digital maps for use with virtual table tops
A mysterious and ancient iron tower has been discovered in the fabled Lost Peaks - and our heroes are sent to investigate. What follows is a mind-blowing adventure of exotic creatures, alien technology and a shocking revelation that will change how they view the world forever. Expedition to the Lost Peaks is a 6-8 hour adventure for characters of 5th-7th level. And features some Sci-fi themes and items that may not fit into every game.
The road to adventure is fraught with danger. Travel swiftly, and guard yourselves well. Road to Danger is a collection of low-level adventures for the 2nd Edition Advanced Dungeons & Dragons game. Each adventure stands alone, but any or all of them can be inserted easily into an ongoing campaign designed to challenge low-level characters and prepare them for even greater dangers down the road. For a group of unsung heroes, the challenge begins with six adventures originally presented in Dungeon Adventures magazine: Grakhirt's Lair by John Nephew: The villain responsible for the bloody battle at Nolivari remains at large. Catch him before he attacks again. Trouble At Grag's by Grant and David Boucher: When a crime wave threatens the town of Dagger Rock, a half-ogre innkeeper calls upon brave heroes to find the culprits. The Stolen Power by Robert Kelk: The priests of Highland need help to catch a thief and recover a book of infinite spells from his wilderness retreat. The Matchmakers by Patricia Nead Elrod: A love affair torn by treachery threatens to plunge the city of Povero into civil war. Roarwater Caves by Willie Walsh: A xvart shaman needs brave heroes to attack his own lair, but are the perils worth the reward? The Inheritance by Paul Culotta: A keep on the edge of civilization has fallen to the ruthless Lostafinga tribe. Remove the threat, and claim the castle as your prize! Road to Danger is a collection of low-level adventures for the Advanced Dungeons & Dragons game. Each adventure stands alone, but any or all of them can be inserted easily into an ongoing AD&D campaign designed to challenge low-level characters and prepare them for even greater dangers down the road! Product History "Road to Danger: From the Pages of Dungeon Magazine" (1998), edited by Christopher Perkins, is a collection of six low-level adventures. It was published in August 1998. This conversion guide allows DMs to run the original modules with 5th Edition rules. To use this conversion guide you will need a copy of Road to Danger, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild.
Meaningful decisions, unexpected twists and memorable characters are the foundations of this dark 4-hour adventure for 5th to 10th level characters. A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity. But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Sometimes โdoing the right thingโ comes only in shades of black. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. In addition to a world full of intrigue and complex character choices, purchasing this adventure includes: An Official Adventurers League magic item certificate Printable portrait cards with roleplaying tips for important NPCs Gridded reference maps for combat encounters Condition icons to help track character status Special Certificate Holder ideal for event play NEW: Season 8 Item Unlock Handout - prints 9 to a page, one for every player! * Looking for an adventure to run at your special game day or convention? This adventure includes a โcertificate holderโ that features specially created art of the adventureโs magic item. When printed in colour and on card stock, it perfectly frames the official AL magic item certificate from this adventure and makes for an unforgettable souvenir. About the Swords Below the Moonsea Saga The saga consists of three adventures, with this adventure serving as a stand-alone prelude. The series continues with Six Striking Swords and Six Swords Unbound, the two of which should be played in tandem.
Things are darkest before they go totally black. He wears black, hires orcs, and looks depraved - but don't be fooled. He's far more dangerous than he seems. Thaddigren Dentiata recently arrived in the village of Sisak, and within 3 months had constructed a great tower on the outskirts. The villagers have become more wary of him, since he employs the help of orc henchment (albeit polite ones), and also is suspected of using dark magic. Since then, livestock has begun disappearing from the surrounding pastures, and two drunk men fell upon a terrible fate when they went to investigate the tower secretly. One was killed and the other remains missing. The villagers have confronted Dentiata, but he and his henchmen politely turned aside their questioning. The players arrive just after one of the town elders was taken by orcs from the village after trying in vain to rally the rest of the townspeople. The players will spend some time in the village gathering information and then attack the tower itself, ending in a final battle with the evil wizard. The module provides details on all buildings in the town as well as all NPCs and stores. Pgs. 6-24
Lycanthropy or Misanthropy? When the moon shines brightly, someone โ or something โ is stalking the streets of Timbertown. Can the heroes figure out who โ or what โ and settle the matter before panic breaks out?
Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406
Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isnโt an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a dayโs march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they wonโt be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. Itโs particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items
The final installment of the three-part Rock Con โ17 convention is here! Can the heroes enter the stronghold of the brazen thief and recover the final tome? The challenge is high but the stakes are much higher for failure!
Azaketh, a sly and industrious devil, prepares his revenge against his bitter enemy Zirkex. Naturally, the mortals affected by his schemes are mere pawns to further his goals. It is up to the heroes to stop Azaketh in his tracks before he takes control of a powerful weapon โ Logrimmโs Tower Golem. The Tower Golem is an adventure designed for 3-7 2nd to 4th level characters and is optimized for five characters with an average party level (APL) of 3. It's the second and final chapter of the saga about Logrimmโs Tower Golem. The first chapter The Soulmonger isn't necessary to play The Tower Golem but it sets up the villian Azaketh and introduces NPCs that can help the characters conquer the Tower. The focus of The Tower Golem is set on roleplaying and interesting fights. In theory, the Tower is an infinite web of rooms and portals that the characters may never escape. However, eventually, the characters reach the end for one final encounter. You can change, interweave, or exchange the different parts as you see fit. There are several proposals and fully fleshed out levels in this document, but you may add your own adventures to the list!
Centuries ago, the four deities worshipped by mortals โ Kishar, Kotaresh, Lyth, and Asar-Segt โ threatened to drown the world in a flood of saltwater to punish the living for their impiety. The oracles and witches of the realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal kingdoms were bound to demonstrate their faith once every generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land. Every quarter-century, on the first full moon of summer, an eclipse darkens the night and the sealed ziggurat opens. Many traps, tricks, and guardians lie within the Crucible to test those who enter. Few who heed the challenge of the gods survive โ most find only quick death. If the races of the world are deserving of the godsโ affection, their champions will overcome the trials of the Crucible and light the Divine Brazier hidden in its uppermost chamber. If they are not, the flickering candle of civilization will be snuffed. Little of value will have been lost. Published by Defy Danger and Save Versus Death
"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171
A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.
The party has been promised a small fortune for exploring a shipwreck precariously perched atop a precipice for the past century. With every move they make, the creaking ship inches further over the edge of the cliff. Will the group launch themselves into an early grave or an early retirement? This adventure is packed with everything you need: a haunted shipwreck, cursed treasure, the undead sworn to protect it, a moribund monastery, a genie lantern, hoards of loot, custom creatures, new magic item, and hours of unforgettable memories waiting to be unlocked!
Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Donโt miss this exciting conclusion for the DQ series.
The trail leading from the Fane of the Whispered Fang has grown cold, but you can still taste the machinations of the yuan-ti in Chultโs humid, stagnant air. Because of this, you must venture deeper still into the jungle and petition the aid of an unlikely allyโthe fabled Ramshackle King. His assistance is crucial to the effort to save Chult! A Four-Hour Adventure for 11th-16th Level Characters.
One reason why they call it "the dead of winter." A year ago, a white dragon came out of the mountains north of Polarton, attacking trappers, driving off game, and marauding as it pleased. The dragon is seriously affecting the financial stability of the town. Therefore, the town council has placed a bounty on the dragon. This is a short arctic adventure. Pgs. 15-19
Fall into heroism! The young heroes from Exallizar Preparatory Academy are back for their second adventure โ and this time, thereโs no safety net. A nearby town has sent out a call for aid after a mad hermit has promised to spread untold misery during their yearly harvest celebration. Your group has been selected by the administration to answer that call, and act as representatives for the entire school! You dare not fail. โA Frightful Timeโ includes: The second leg of the adventure started in BASIC-1 The return of Ronus, Willow, Meeris, and Kale, fully upgraded to level 2 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well youโve done at the end of the adventure Part of a series of seasonally thematic modules, BASIC-2 can be run to completion in 3-6 hours