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
Tree houses are not just for kids. This roadside stop could well be your very last. These characters may be of any class, race, or alignment, although characters of good alignment have added incentive to rid the world of the evil depicted herein. The characters should possess only a low to moderate amount of magic, as too much will throw off the balance of the scenario. The Dungeon Master should pay particular attention to the viewpoint of the antagonists: three braggarts. This Scenario is designed to be used as the player PCs travel from one adventure to another, along the fringe of a swamp. The players should be given no introduction for the scenario. Treated it as an extended random encounter. The adventure takes place in the village of Rotting Willow and the nearby swamp. The village lies at the intersection of two trade routes. One route follows the edge of the Great Cypress Swamp and is well traveled because it is shorter (although not safer) than larger trade routes. A smaller route runs east and west, ending abruptly where it meets the swamp route. Pgs. 4-10
Stories of the ancint lost city of Carsail and its fabulous artifacts are legendary. Now, the clerics of a seaside town have proven that some unusual items are indeed from the long forgotten city, but two priests and a mysterious stranger are missing. Players must risk life and limb, breathing beneath the water, to find the lost cities of Carsail and Mylduscor, and unlock the mysteries of the murky deep! TSR 9422
Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild. Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Careeri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse. The Planescape Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the Planescape Monstrous Compedium Appendix, and In the Cage: A Guide to Sigil are recommended as well. Product History "Something Wild" (1996), by Ray Vallese, is the sixth standalone adventure for Planescape. It was published in March 1996. Continuing the Planescape Series. If 1994 was the year of Planescape adventures, and 1995 was the year of Planescape settings, then 1996 had a new focus: novels. The year led off with the first Planescape novel, Blood Hostages (1996), which also led off the setting's increased emphasis on the Blood War. Meanwhile, it took until March for a new RPG book to appear. "Something Wild" was the first of just two adventures published during the year. It continued the trend of 64 page adventure books, but was the first Planescape adventure that didn't have a GM Screen. Adventure Tropes. As with many Planescape adventures, "Something Wild" starts out in Sigil and then travels off into other planes. Like most adventures of the '90s, it's also heavily plotted, with individual scenes moving the storyline along. Though the adventure includes sections set in the wilderness and in a town, they're not explorations, they're segments of a story. There is a traditional dungeon crawl of a gehreleth lair toward the middle of the adventure, but that's it for older-school fare. The most interesting aspect of the adventure is probably its inclusion of a "dreamscape" that players travel through. Though adventures of this type date back to at least DL10: "Dragons of Dreams" (1985), the idea was little used in D&D adventures. Still, it was gaining some traction in the mid '90s thanks to the Ravenloft setting, and especially thanks to the Nightmare Lands (1995) supplement, which includes rules for dreamscape adventures. Expanding the Outer Planes. "Something Wild" travels to the Beastlands and Carceri, both of which had recently been detailed in Planes of Conflict (1995; it includes some new details on each. The expansion of the Beastlands is the most important, because much of the adventure is centered on that plane and the goals of its denizens. Signpost, which lies on the border between the plane's top two layers, is also detailed. Finally, the Cat Lord gets a spotlight; he's a strange being dating back to Monster Manual II (1983) that had never received much attention previously, except in Gary Gygax's Dance of Demons (1988) novel. The information on Carceri is not as generally useful because it details a very specific, primordial prison for a bestial god named Malar. Nonetheless, "Something Wild" makes good use on the plane by focusing on the demodands (gehreleths), a fiendish race dwelling on Carceri that has never gotten much attention. "Something Wild" was also the adventure that really started to push the Blood War forward. For the first two years of Planescape's existence, this fiendish war was a background element, but in the novels and supplements of 1996 it turned into a true metaplot. That ball starts rolling here with several hints that "a particularly nasty stage of the Blood War" lies just ahead. About the Creators. TSR Editor Vallese had done considerable development work on "Fires of Dis" (1995) the previous year, and was now given his own adventure to write. He'd continue on with a few more Planescape products in the next few years, concluding with the Torment (1999) novel. About the Product Historian This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].
To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril - dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and brave. Have you the wits, courage and skill to survive the Journey to The rock? TSR 9106
Nothing living guards this island - that's the problem. The party must clear a burned out abbey, only recently the home to a group of evil clerics.
Princess Arelina rushed from the tent as total disorder breaks out across the camp. She descends on your party as you struggle to secure you weapons…. Wonderfully descriptive, isn’t’ it. Well, now you can see for yourself with the 3-D DRAGON™ tiles. Use the DRAGON™ Tiles to bring your DUNGEONS & DRAGONS™ an ADVANCE DUNGEONS & DRAGONS™ adventures to life. This package includes 3-D figures, featuring tents, trees, carts, a waterfall, and characters. A sheet of 2-sided tiles including trails, streams, creatures, and other wilderness features. A wilderness mapping grid is included to help you lay out wilderness encounters quickly. The 3-D DRAGON™ Tiles also comes with a special D&D® adventure, “The Revenge of Rusack.” TSR 9145
The legacy of Dr. Frankenstein lives on as the handiwork of a rash young scientist responds in an unexpected manner. An angry lover and an evil monster. The party must stop this monster before he kills the young lovers.
MYTH DRANNOR, city of glory. We shall not see its like again PERHAPS YOU'VE HEARD ITS SHINING STORY.. of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization. THERE CAME A DAY when it was overwhelmed by evil, thrown down, despoiled, and left a ruin in the heart of its encircling wood, as all things of beauty are. Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread. Centuries passed, but the tales let few forget the powerful magic, the great treasure--and the deadly horrors that lay waiting within its walls. Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor to seize what they can of the long lost glory. If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms or lay waste to them. 32 page adventure booklet contained in the boxed set with 5 adventures within: The Crown of Stars Pg. 6 The Wyrm Below Pg. 10 What We Face in Dreams Pg. 15 A Harp at Sunset Pg. 20 The Arm of Valor Pg. 25 TSR 1084
An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.
Introductory adventure for Dark Sun, included in the original box set. PCs start on a slave caravan but are freed when it is attacked. With limited equipment and water, they must cross the desert to an oasis then save a druid. As with many Dark Sun adventures, uses a flip book providing 24 maps and illustrations for players. Combines combat encounters with survival encounters, where the treasure may just be food or enough water for another day.
An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188
"... an Adventure to Challenge the Bold..." Screams echo in the night, the charred remnants of a village are mute by day. From the decaying lands of the Pomarj, slavers have struck again! The adventure that began in the Temple of Elemental Evil now sweeps southward across the Wild Coast and into the desolate lands of the inhuman Pomarj. Slave raiders scour the countryside, leaving death and destruction in their wake. Daring adventurers strike into the heartland of the foe to harry the villains and bring retribution and justice to the land. This product contains the completely revised Aerie of the Slavelords series of adventures. Also included are new challenges and new scenarios detailing the Wild Coast, the city of Highport, the blasted lands of the Pomarj and the Drachensgrab Mountains. TSR 9167
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
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
Sleepwalking can be dangerous in the town of Aberdale. Pgs. 50-51 & 65
Sometimes things are not what they seem. While the PCs are sailing through pirate-infested waters, a crewman spots the floating wreckage of a sailing ship. Two survivors are standing on the deck waving frantically. The survivors — an eccentric old man, and a noble woman, claim to be merchants from Waterdeep, but are in fact pirates. During an attack on a merchant vessel, the old man, a mage, had missed with a fireball and hit their own ship causing serious damage and killing several crew mates. As punishment, the pirate leader left them marooned on the wreckage, taking the ship they had attacked. This is a short module focused on roleplay. Combat is unlikely as the pirates have no reason to attack or threaten their rescuers. The female survivor seeks a hidden treasure, which could provide a hook for ongoing adventure. While the module isn't explicitly written for solo play, it could be easily adapted for any group size provided the power balance between rescuer and pirate is maintained. Pgs. 24-25
No treasures here just lying around to be taken. This tomb's riches fight back! Never mind the guardians. Watch the loot! A new tomb has recently opened for business in your area! The wealth of a wizard's lifetime can be yours! Defeat his traps! Slay his guardians! Zathis the Insightful took a century to collect these marvelous treasures. Now they can be yours in a matter of hours! Pgs. 10-25
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
Once, the Tribe of Altair roamed the sands, free as the great eagle on the wind. Now, caged by an evil mage, these desert riders yearn for their lost freedom. But fate takes a hand as a noble djinn seeks to fulfill an ancient wish... In this unusual three-part scenario, players first take the roles of the men of the tribe, who stage a revolt after being enslaved in the Pit of the Laughing Efreeti and then try to battle their way to freedom. In the second part, the PCs are the women of the tribe, who must escape the evil flame mage's harem and use all their wits to win free of a strange city. Finally, the children of the tribe have to slip away from an evil temple before they can be sacrificed, which calls for them to embark on a magic carpet ride that promises to be the adventure of their lifetimes. TSR 9584