A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.
For 1000 years, the Pyramid of Amun-re has lain undisturbed. Now the ghost of the once-great Pharaoh pleads with adventurers to venture into his tomb, foil the devious traps within, and free his soul. A classic dungeon crawl, with mazes and quality lore. No one has ever returned from the tomb of Amun-re: his Star Gem must still lie unclaimed! You will need all your cunning, imagination, strength and magic -- just to survive! TSR 9052
The adventurers are asked to search for a local temple official who has not returned after leaving to search for a hidden treasure vault. On their way, they are attacked by some Kobolds and chase the fleeing monsters to the hidden entrance. The adventurers explore the ruins and discover what has become of the missing temple official.
More than a mile away from the sweaty market town that bears his name, Merchant Lord Salmo spends most of his time in his formidable manse, luxuriating in wealth and style...wealth that nobody, not his slaves, nor his workmen, nor his rivals, would mind him losing... The Great Mansion Heist is an infiltration and theft adventure written for first or second level characters. In it players are set to raid the isolated country mansion of Merchant Lord Salmo, the thoroughly detestable local rich ruler. The adventure is designed to function as a one shot but can also be seeded into any campaign where the local ruler just needs a good burgling.
Bodies continue pile up, and the Flaming Fist still has nothing but a name. Thankfully, the perpetrator of the murders has slipped up and the Flaming Fist has captured one of their underlings, in turn, has revealed the presence of a cult hideout in the sewers beneath the city. The Flaming Fist has asked that you investigate. Are you up for the task? Part Two of the Betrayal is in the Blood series of adventures. A Two-to-Four-Hour Adventure for 1st through 4th Level Characters (APL 3).
Demonheart is a D20 adventure campaign for 4-5 characters. As it is a long and fairly involved story, characters should be level 6-8 when they begin and will earn enough experience to rise to levels 10-12. Demonheart includes many opportunities for both combat and roleplaying. At least one fighter-type is required, and given the wild, frontier nature of the campaign, a ranger’s skills would be especially useful. Stealth and intrigue also favor rogue characters, while a cleric, particularly from a martial order who can fight well would find plenty of opportunity to use his or her powers against the undead and evil outsiders. Demonheart also takes place in a wilderness setting where ancient magic abounds, and the special nature skills of a druid will help the party to make friends with some of the land’s fey or wild elvish inhabitants. Sorcerers and wizards will likewise find use for their talents, but those who understand divine or druidic magic may be more important than arcanists. As this adventure involves the struggle against evil, both ancient and resurgent, the party’s overall alignment should be good, though individuals of other alignments may be tempted to use the ancient magic of the forest for their own ends, or even join with the forces of evil!
Warchief Grog Bloodloaf has sounded the horn of war. Elf scum have stolen orc lands and the tasty halfling herds. For generations the Maggotsmasher Clan has watched and waited from the icy caves of the frozen mountains but that wait is over. Warchief Bloodloaf needs only the totem of leadership, the Dragon Crown of Durge Maggotsmasher, to unite the clans and begin his war. Five misfits have answered the call to brave the Caves of Throllorat and return with the crown. With a little luck, these five maggots will kill a few of the beasts within Throllorat before dying, making it easier for real warriors to complete the quest. The Misfit Maggot Five is a comdedic adventure where five rejects from the Maggotsmasher Clan are called upon to retrieve the famed Dragon Crown of Durge Maggotsmasher from the dreaded caves of Throllorat. Each of the characters are fully developed with their own unique personality that will give any Dungeons and Dragons group hours of laughs! The Misfit Maggot Five is a 5th edition comedy adventure for 2nd level monstrous humanoid characters. Published by The Pickled Dragon Press
When a wizard makes a mistake, he makes a MISTAKE. Hirward the Wizard has a little problem on his hands - and it's destroying his fortress, followers and future. A good mix of character types is strongly advised, but paladins, rangers, dwarves, and gnomes may not be comfortable sparing the lives of Hirward’s kobold assistants. A generally neutral party composed of humans and half-orcs will stand the best chance of completing Hirward’s Task. This not a standard "hack-and-slash” adventure. The PCs will have to do some fighting to he successful in completing the module, but most of the time they must use their brains to figure out the best way to complete their mission. Pgs. 45-64
Your search for Volo’s key in Skullport has you playing a dangerous game between The Xanathar Guild, Bregan D’aerthe, and the Zhentarim. In the Port of Shadow, how do you know who you can trust when lives are on the line? Part Two of the Skullport Shakedown trilogy.
Centuries ago, a beholder named Yeryl fled from the place of his birth and wandered the countryside in search for a place to call home. After many sleepless nights spent carving out a safe nook for himself in the wilderness, he at last slipped into slumber. In his dreams, he found an ideal place for his lair: long-abandoned ruins hidden amidst a dull and barren valley. Yeryl spent years transforming the place to suit his paranoid designs. Visitors were rare enough, and the few that made it to Yeryl’s lair were quickly destroyed or forced into the beholder’s service, building the lair ever deeper and more magnificent. As time went on, Yeryl finally completed his task. Safe at last, but with nothing to occupy his mind, Yeryl was struck by melancholy; was this lonely and empty life truly what he had chosen for himself? On that day, Yeryl made a decision: next time an adventurer came to his lair, he would welcome them in. With this resolution in mind, Yeryl began to dismantle his traps and replace them with ones he considered to be more fun. Unfortunately, for all his good intents, Yeryl has not yet realised that killing people is a bad way of getting them to like him. Yeryl's Super Happy Fun Murder Dungeon is a highly obnoxious and mildly ridiculous collection of traps, combat and puzzles designed to test your players' wits and patience. It is optimised for a group of four to five 3rd level players, but the text also contains a guide for level adjustments for different sized groups.
Listen up! You're in my dungeon now, Morty! On Earth C-141, I'm a LEGENDARY D&D adventure writer! When people think of impossibly difficult dungeons or winding, labyrinthine maps, those things ain't Gygaxian - they're SANCHEZIAN! I do whatever I want over there, and they eat it up! I'm a celebrity Dungeon Master there, too! My livestreamed show, Cynical Troll, gets a billion views a day! It seemed a little selfish to contain all that GREATNESS to a single dimension, so I lifted one of the all-time favorite Sanchezian adventures and snuck it back here to dimension C-132. (Usually that kind of s**t is frowned upon, but it's just a D&D adventure. We're not exactly violating the Prime Directive or whatever.) This is a good old-fashioned dungeon crawl for a party of 1st-level adventurers, whose character sheets in this box should also contain. They'll probably reach 3rd level by the end of it. So here it is. This adventure brought peace to a warring galaxy. What did you ever do? Oh, you picked up this adventure? Good start. And awaaaay we go!
The Wormwood Mutiny is the first in the Skull and Shackles Adventure Path by Paizo. The adventurers wake to find themselves press-ganged into the crew of the pirate ship Wormwood, the vessel of the nefarious Captain Barnabus Harrigan. They'll have to learn how to survive as pirates if they're to have any hope of weathering rough waves, brutal crew members, enemy pirates, ravenous beasts, and worse. But when fortune turns to their favor, it's up to the new crew to decide whether they'll remain the pirate's swabs or seize control and set sail for adventures all their own.
A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!
Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.
An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65
Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.
An investigation into a wizard's disappearance leads to tangles with an unusual mermaid soothsayer and her obedient servitors, a tattoo-covered magical ghoul, and the deadliest necromancer the city of Marsember has ever known. Pgs. 34-53
In these lands of eldritch goo, it's a fine line between victory and a sticky situation Tzork, the sentient globe of glass, wasn’t exactly born from a grand spell—it was more of a cosmic "oops". After a backstabbing disciple named Theridus offed his master and snagged the relic, he promised his followers unimaginable power. But instead of turning them into terrifying demons, Tzork turned them into puddles of goo. Now, the once "glorious" cult's mansion is less a temple and more a swamp of melted, failed adventurers, attracting only the most reckless of treasure hunters. 'Morass of the Melting Men' is an adventure for Knave 2e, suitable for low-level PCs. The adventure revolves around an extremely powerful sentient magical item that has gone out of control, melting all the nearby people and turning what was once an evil temple into a swamp of slime, filled with bones and eyeballs. In Morass of the Melting Men, players enter a location flooded with a magical liquid exuding chaotic energy. The longer the PCs remain within the swamp, the more they suffer the unexpected effects of this alien magic. Step inside this morass if you dare — goo and treasure awaits... but mostly goo What you'll find here: A complete 22-page adventure A 20 room dungeon map Several new (and bizarre) magic items such as the magnificent Tray of Force and the powerful Theridus' Head. Several wild random tables of weird and gooey outcomes
Ducklings. It's not too late too close this page, and go and find an adventure about happy-go-lucky halflings, or emotionally stable young adventurers. This is not that story. You can still walk away, and find some other engagement that your players will forgive you for running. Open this little document, and you will be introduced to the wretched streets of Elysium. Home of aberrations, mystery and futile quests for meaning in the drowned streets of the tortured city. Escape is unlikely. Enjoyment fleeting. I implore you, turn away and don't look back. Mind flayers stalk streets plagued by invisible death. Curses bubble from ancient evils sleeping beneath the water. Questions lead to questions, which evolve into answers you will only regret asking for. Go whilst you still can. There is nothing here for you but death. Prologue: Welcome to Elysium Chapter One: The Crooked House Chapter Two: The Broken Prison Chapter Three: The Temple of the Gaunt Silhouette Chapter Four: The Grand Library Chapter Five: The Adamant Asylum Chapter Six: The Dancing Spider Chapter Seven: The Undercity An adventure for characters of level 15+ Contains: An introduction to Elysium, a Ravenloft domain filled with eldritch mystery and drowned secrets, including Life In Elysium, The Rule Unspoken and the Marks of Horror that set Elysium apart. Guidance on Madness in Elysium, with Elysian Madness tables for your horror/amusement. A list of Elysian locations, some of which will be expanded in later releases. Elysian random encounter tables, day & night. An Elysian Wild Magic table, miserable magic items and tragic trinkets. The first installment - The Crooked House, in which we meet the Duchess and her parade of dead husbands. The seconf installment - The Broken Prison, where the shadows of gods walk amongst men The third installment, The Temple of the Gaunt Silhouette, where broken fragments of reality are reached by strange avenues. The fourth installment, The Grand Library, where the things we wanted to forget prove impossible to truly banish. The fifth installment, The Adamant Asylum, where medicine and madness meet. The sixth installment, The Dancing Spider, in which there is no rest for the wicked. The seventh installment, The Undercity, where your worst suspicions are confirmed. Three new character backgrounds: the Eldritch Detective, the Information Broker and the Tempter of Fate. The long-suffering Elysian character race, with two subraces. The first One Page Woes collection, included here for your convenience, which contains thirteen reasons to be thoroughly miserable.