If you but have the will Sonja, you may use your strength to make the world your home. You may become a wanderer, the equal of any man or woman you meet. (The Ring of Ikribu) Red Sonja #1 Steel met steel as Sonja slashed wildly before her. Sparks flew into the air; the mercenary's sword flew to the ground. Her arms vibrated with the contact and her hands grew numb as she tightened her grip on the mighty sword. Still they came - only four in all, but with deadly intent shining deep within theiir hungry eyes. What do these men seek? Why would they rather die than run? TSR 9183
A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Gray Mountain lies deep in the lush elven forest. The temple there was a haven of meditation and learning - until taken over by an evil cleric known as the Rahib. Far under the mountain, he paces before the temple's great altar. A brown-robed servant rushes in and falls to his knees, trembling at the sight of the Rahib's black panther. "Rahib, adventurers came to the village as the sun rose - the strangers now protect Rahasia." A scowl crosses the Rahib's face. "I must have Rahasia! Attack again tonight." As the servant scurries away, a deep growl rises from the giant cat. Gripping the panther's leash, the Rahib paces again, speaking out loud. "We must dispose of these strangers quickly; the secret beneath the temple will not wait much longer." Note: the setting is unspecified, but certain tie-ins, like the wines, prefigure Ravenloft. See: https://twitter.com/chrisperkinsdnd/status/703751906703749120 TSR #9115
An Epic Adventure They're some of the greatest heroes the world has ever seen, but when they are plucked from their own time and tasked with saving the world - and possibly much more besides - one last time, will they be up to the challenge? Taking D&D to the Limit Epic-level D&D is something that every gamer should get to play around with at least once. However, this is something that most groups struggle to achieve. Most committed players have some sort of idealized character hanging round in the back of their head, designed to take advantage of all the abilities on offer when you get 20 levels under your belt, but they rarely get to use them. Which is where To the End of Time comes in. What is This Adventure? This one-shot is designed to give players a taste of epic level adventuring without the need for two years of campaigning first. It can be completed in a single long session, or two or three shorter ones and should be relatively straightforward to run. The players get to pick from pre-generated epic-level heroes (downloadable free from winghornpress.com) or create their own, complete with backstories of valor and adventure. At the very moment of their death, these titanic heroes are plucked from their own time by a powerful angel and tasked with saving the world - and possibly much more besides - one last time. Over the course of their adventure the party will encounter all manner of powerful creatures far beyond the reach of regular adventurers, and face tasks that would leave even stout-hearted heroes dumbstruck. So sit down and grab some dice… it’s going to be a long night.
Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. "Lord of the Iron Fortress" is a stand-alone adventure for the Dungeons & Dragons game, the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). This adventure contains an additional 16 pages of content for the same price as earlier adventures. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.
A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.
The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
Sacred relics of the monastery, the eyes of the dragon, have been stolen from their rightful place in the eyes of the Ascendant Dragon statue. The elders have chosen one from among their ranks to go and retrieve these two fist-sized emeralds and bring them home.
The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?
Delbert's friend Thordyn has been wrongfully arrested and placed in quarantine inside the Lazar's Walls, where all those who have contracted King's Evil are banished to. It is your missing to infiltrate the settlement, and free Thordyn. The task will not be simple, as a crime syndicate rules the Lazar's Walls with an iron fist.
The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.
The long cold is approaching! As food grows scarcer, monsters grow more desperate – and before long a peaceful monastery is besieged by savage beasts of the forest. It’s come down to the stalwart heroes-in-training of Exallizar Preparatory Academy to save the day again! “A Giving Time” includes: The third part of an ongoing adventure path The return of Ronius, Willow, Meeris, and Kale, pre-generated PCs ready for instant play and fully upgraded for level 3 A new breed of monster that is sure to be an instant seasonal classic A grading system to let you know how well you’ve done at the end of the adventure Maps for VTT
The Lost City is a low-level adventure, in which the only hope of the PCs' survival can be found in a ruined city slowly rising out of the sands. The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure’s main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms. The module is designed to give novice Dungeon Masters experience fleshing out adventures and is only partially complete. Later TSR material hints that this adventure possibly takes place in Mystara, but the material is largely setting-neutral. TSR #9049
A scenario for a single player taking the role of Moonstone, a 3rd-level elf caught up in an Arabian Nights adventure - no Dungeon Master required! It's also possible to use one of your own D&D characters, or even an AD&D fighter/magic-user.
On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?
This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!
The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187
This collection of eleven 1 on 1 Adventures is now available in 1 tome-now powered by Pathfinder Roleplaying Game! 1 on 1 Adventures #1: Gambler's Quest 1 on 1 Adventures #2: The Star of Olindor 1 on 1 Adventures #3: The Forbidden Hills 1 on 1 Adventures #4: The Sixth Cavalier 1 on 1 Adventures #5: Vale of the Sepulcher 1 on 1 Adventures #6: The Shroud of Olindor 1 on 1 Adventures #6.66: The Pleasure Prison of the B'thuvian Demon Whore 1 on 1 Adventures #7: Eyes of the Dragon 1 on 1 Adventures #8: Blood Brothers 1 on 1 Adventures #9: Legacy of Darkness 1 on 1 Adventures #10: Vengeance of Olindor
This adventure includes large-scale battles, war-planning and the potential challenge of PCs claiming and holding dominion over territory. A King's Commission leads to danger! All communication with the barony of Twolakes Vale has ceased. King Ericall, worried about the security of his border and angered at the loss of tax revenues, has commissioned you, a delegation of powerful adventurers, to investigate. This is not a petty problem to by solved by the armies of local nobility. Indeed, the king's forces are desperately needed elsewhere. Twolakes Vale is, after all, only a small barony on the far frontier of Ericall's domain. And yet? The cloud is there, its nature and cause unknown. None have returned for the barony for weeks. Furthermore, the cloud is spreading, and vague reports of unrest and mysterious disappearances are starting to trickle in from nearby baronies. Can you discover the secret of Two Lakes Vale? TSR 9118