A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. Pgs. 18-20, 22 & 24-39
From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.
With several adventures under your belts your party arrives at the small settlement of Goshen seeking a warm bed and full bellies. As you begin to satisfy both you hear rumors of some overdue mining Dwarves. These miners have been quite consistent about coming to town to move their gemstones to market and with recent sightings of humanoids the townspeople are concerned. Is your party ready for a well-being check?
Long ago, the eight tribes of the Softoy Valley put aside their differences and united in peace to erect a great monument to test the mettle of their young men and women. Only by defeating the challenges and guardian of the monolith could a child demonstrate their strength and wisdom to complete their coming of age in the community. All of the tests can be defeated by mind or might in recognition that each member of the tribe has unique skills that can benefit everyone. Although the tribes are long since gone, the monolith remains for adventurers to test their skills.
Today we bring out a scenario for a pair of budding first level adventurers. Originally used to teach D&D to a novice, this fleshed out into a trio of adventures set on the northern island of Esaq off the coast of the ancient Greyloch Kingdom. Home to a Halfling population, the adventure takes two young people on a thrilling adventure after the duo’s home is raided by slavers. The novice delvers head east to rescue their family and fellow villagers!
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
The player characters are contracted to go on an expedition to discover the fate of a long-lost tribe of Elves (the followers of King Thiondar). This is a lengthy adventure across several locations. Roleplaying is stressed, as some encounters will be very deadly if resolved through combat.
The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352
"The Tree Prince“ is a short adventure. The adventurers will meet a fae leader for whom they will fulfill a task.
Troubles simply mushroom in the Underdark. The alchemist would like some fungus and spores, but no one wants to get them. Perhaps you could help. The adventure begins with the party finding a caravan. In addition to being able to trade with these NPCs, the party also can be hired by an alchemist to bring bag some red fungus and some Myconid spores from underground. Underground, the party will have a chance to interact with friendly Myconids and venture through a large labyrinth of passages (this labyrinth isn't mapped and is dealt with through storytelling, random encounters, and roleplay). The adventure culminates in a battle between the Myconids and Flinds, and the players can participate. Pgs. 4-12
Doomguard factioneers steal an ancient relic from the church of Fharlanghan as part of an apocalyptic plot involving the Harbinger House, and a group of Clueless adventurers chase them into Sigil on their quest to recover it. Celestian's Compass is a free one-shot adventure that was released for Free RPG Day 2017.
The noble dwarf Wulfstan vom Meer seeks adventurers to travel on his one remaining ship to the clan’s village, and to protect his vessel against any threats at sea. When they meet the White Worg Reavers, he wants the party to negotiate for the loan of two longships and their crew. Vom Meer offers 500 gp to anyone willing to undertake this task. It seems like easy money. However, the Wolfheim clan has troubles of its own—a group of trollkin bandits known as the Mossback Raiders have been competing with the White Worgs for territory west of Wolfheim. Their rivalry is coming to a head. When the PCs arrive at the White Worg homestead, they learn that the reaver dwarves are recovering from a recent attack. Their homestead has been sacked and vom Meer’s kinsman, Knud Stoneson, has been slain. Without a family connection, the clan’s chief will agree to vom Meer’s proposal only if the PCs will help rid them of that troublesome band of trollkin. If the PCs are to succeed in their task and help vom Meer, then a reavin’ they must go! This adventure for the 5th Edition of the world’s first RPG is meant for four 2nd and 3rd-level characters. Designed by Lou Anders, with cartography by Dyson Logos and cover art by Phil Stone.
Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17
Shall you claim the glory of heroes, or accept your doom? You have raised the ire of the goblin warlord, and now you flee his kingdom with war parties hot on your trail. You must reach the borderland town of Felsentheim, for if you do not, no alarm will sound to hearken the coming of the Dogs of War and your bodies will lie in the forest grass, forgotten by all but the worms! Shall you claim the glory of heroes and warn the people or accept your doom and suffer death in the Treklant? Enter again the World of Inzae, where all things slip into the Maelstrom, and from hence true heroes are born.
Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88
Amidst the misty, mournful waste stands a house unaffected by time. The secrets hidden inside could change the world or remain buried in obscurity. The mission of your party is to head there and retrieve all valuable papers and artifacts. But what could await on the way through the lands of distorted magic? Nobody knows for certain. This adventure is designed for a team of four 3rd-level characters. Estimated time: 2–3 sessions, 4–6 hours each. This adventure is focuses on exploration of the Mournland, all that is left from the kingdom of Cyre.
The Kierhammer clan of dwarves pride themselves as excellent excavators, but the respective families are not without friction. While clearing the entrance to the tomb of an ancient king, tensions rose following the death of one of the Kierhammers, who seemingly fell accidentally. It is your job to ensure the clan stays united, and when disease strikes, to make sure resources are managed properly, so that the mission is complete and you all return alive. A wicked force, however has other plans...
The party approaches the Dwarven Kingdom of Narol'Duun, where things are far different than in your typical dwarven empire. The first major difference is that Narol'Duun is split into three distinct categories of dwarven tribes based on the main type of ore that they mine and refine. The dwarves take on characteristics of these ores - the Cobalt Dwarves having a tinge of blue to their hair, the Copper Dwarves having tough skin and beards of shining reddish-brown, and the skin of the Iron Dwarves is a deep grey in color. These dwarves engage in trade and drink, but the one thing that they are sure to never do is breed outside of their respective tribes. To be found in a relationship with a dwarf of another tribe is to be exiled to the surface - a punishment worse than death for most of these dwarves. On this particular adventure, the party finds themselves caught up in a case of forbidden love between a royal member of the Cobalt Dwarf family - Nadom Glintstone - and a simple merchant woman from the Copper Dwarf tribe by the name of Lajeera Copperfist. They have been doing their best to keep their love a secret for they both know the risks, but the Cobalt King, Norgith Glintstone, has suspicions and is deeply afraid of the damage such a scandal could have on his family's reputation. He doesn't want to draw any attention to the situation, so it is difficult to find a dwarf of his own tribe that could look into it further, so when the party comes along he sees it as a perfect opportunity. He will hire the party to look into the situation with Nadom, offering grand rewards in exchange for the truth if they can provide proof. The party will be torn between multiple threads of possibility in this adventure – telling Norgith the truth about his son's affair with Lajeera, helping Lajeera to permanently change her form to that of a Cobalt Dwarf so they can be together, or perhaps even trying to end the tribalistic ways of the dwarven kingdoms all together. This is a heavily role-playing based adventure, perfect for those who would rather talk their way through a difficult situation than cut their way through it, but there is still some combat along the way depending on the party’s choices. This story will decide if love can win out against all odds or if the temptation of coin is greater than the happiness of others.
Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17