The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below.
Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by expanding the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. Some things are best left untouched, and some secrets are best left untold. One such secret is the location of the resting place of the traitor Ellowyn Blacktree. Her body has lain undisturbed for centuries, undead but immobile, in the prison the elves created for her. The elven histories tell that Ellowyn was a powerful wizard back in a time beyond human reckoning. While others worked diligently to learn magic, Ellowyn's arcane powers came to her quickly. In her youth, she called this a blessing from Corellon Larethian, and she worked diligently to serve him for the good of all elvenkind. In time, she became one of seven female elves entrusted with the care of a mythal, or elven place of power, devoted to preserving the balance of magic and nature. But Ellowyn, it is said, kept a terrible secret of her own: She had fallen in love with a drow whom history knows as Orith To'rellen. One dark winter night she betrayed her sisters, Corellon, and all of elvenkind by allowing Orith and the followers of Lolth to overrun and defile the mythal. Ellowyn herself was then betrayed by the drow, who abandoned her on the surface near a vampire's lair as they returned to their home in the Underdark, leaving her to face certain death and elven justice alone. In the depths of their grief and anger, the elves sentenced Ellowyn, perhaps unwisely, to dwell forever in the darkness that she had chosen, thus ensuring that she never followed the normal path of life and death that most elves take. Many elves died at her hands before they could restrain her. With terrible spells rarely seen even in that ancient time, they bound her in an underground crypt far away from any living thing. There, the legends say, she waits, nursing a terrible hatred against elves, drow, Corellon, Lolth, and especially Orith To'rellen.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harker’s Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
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 recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.
In 1492 DR, a group of adventurers are approached by a ghost in Candlekeep who urges them to investigate the unsolved, grisly murder of the Yellowcrest family in Waterdeep five years prior. The investigation leads the adventurers to the nearby village of Greenfast, which is plagued by a secretive cult.
During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?
Every fifty years, a pair of storm titans met to pray in an isolated and well guarded cloud temple. This time, they have obtained a copy of the fabled Ritual of the Primordial Gate and are exploring its secrets in hopes of bringing a lost primordial to the world. Divine messengers are sent to the PCs to enlist their aid in disrupting the storm titans’ efforts.
A derelict raft drifts into Mulmaster’s harbor carrying a young woman. Delirious with hunger, the only words she seems able to speak so far have been “ash and fire.” The only other clue to her identity is an ornate tattoo. Is the woman insane, or is something nefarious at play?
Temple of the Gleaming Sands is a short adventure for four 5th-level characters that features monsters, spells, and items from the newly released Sandstorm book. You can use this scenario to introduce the new material on deserts and arid wastelands into your campaign, or you can just use it as a site-based adventure in a desert area. The scenario is set in a remote area of the desert that very few humanoid travelers visit. The temple from which the adventure takes its name has lain forgotten for centuries and is now inhabited only by monsters who use it as a base. The area around the temple should be inhospitable enough to discourage humanoid settlement.
A sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik’s Pass, or will they too fall victim to the perils of The Burning Plague? The Burning Plague is a DUNGEONS & DRAGONS adventure designed for a party of four to six characters of 1st level. Dungeon Masters (DMs) should feel free to adjust the adventure as necessary to accommodate groups not falling within this range. However, given the fairly low power level of the inhabitants of the mines at Duvik’s Pass, it should be noted that parties consisting of 20 or more total levels are unlikely to find satisfactory challenge within The Burning Plague.
"And they bade their slaves, 'Build unto us tombs to rival the palaces of the gods, for there shall we live or lives and sleep our deaths in splendor.' And the people of Maru-Qet wore their fingers down, broke their backs, burst their hearts to obey. Indeed they raised up great tombs to rival the palaces of the gods. And their masters were well pleased, for it was as gods they saw themselves." The brown dragon Urum-Shar lurks in a strange tomb, plotting schemes only a wyrm of incredible power could understand. Expanding on content from Draconomicon: Chromatic Dragons, this adventure takes the heroes into Urum-Shar’s dark and trap-filled lair, where they will eventually face the powerful dragon herself. The dungeon heavily employs the use of traps, with fewer monsters. The upper tomb consists of a great puzzle of twelve rooms, and the lower tomb contains the dreaded Urum-Shar, an ancient brown dragon and heir to the lost draconic empire of Maru-Qet. The dungeon has special protections against scrying and other divinations, as well as teleportation. Pgs. 55-90
The Tower of Zoramadria is hidden away in the Feywild. The tower is an arcane academy under the tutelage of the lich Parthal. Parthal and his students lead serene lives of study and contemplation, except when they engage in a bout of bloody necromantic research that requires innocent souls as vital components. Parthal has a score to settle, and the Feywild itself might shudder and scream before the lich has had his revenge on those who killed his love. Pgs. 104-111
The mine has been known as Tessount’s Folly for years, due to it producing nothing of value. Now Valmour, the youngest son of the mine’s late owner, has inherited the mine...and found something he should have left buried. Pgs. 56-81
The lost Bloodtower has returned, arising from its earthen grave to stand as a mute sentinel over the fog-shrouded moorland. In the weeks since it's return, local travelers have spoken of new undead roaming the countryside. Pgs. 80-87
A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47
An unexpected envoy arrives in Sporedome and offers to give aid against the fire giants of Maerimydra, if you are willing to help his people with a small problem. A two-hour adventure for 5th through 10th level characters. Optimized for five 8th level characters.