The ancient ruined city of Tamoacha is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to Zotzilaha, the vampire god of the underworld. Adventurers who catch wind of the place are likely to find its lure irresistible. Remake of the AD&D module by the same name.
Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death—or worse. Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn... unless a group of brave heroes can stop them first.
Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”
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
Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?
Claiming to possess Hartkiller's Horn, Ryndölg makes his move to take control of the Hartsvale. The non-giant residents have been pressed to declare their allegiance or be destroyed. Do they swear fealty to Jarl Ryndölg, or is there another option? Is there another contender to the throne? Sometimes the best choices can be the most dangerous. A Four-Hour Adventure for 5th-10th Level Characters. Optimized for five 8th level characters.
Based on the popular Stranger Things Netflix show, this starter set adventure is designed for new players and features pre-generated characters and a simplified DnD 5e rule set.
Displace Beast Maze is an adventure that has one long encounter that is a combination of a puzzle (maze) and combat encounter (Displacer beast). The Displacer beast tentacle's ability to attack through the maze walls, knowledge of the layout, and hit-and-run tactics make the labyrinth both a useful and possibly deadly lair for the creature. Pgs. 27-29
An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously. The locals suspect foul play, and the foulest player they know is a bugbear named Relgore -- the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.
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.
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.
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131
A new D&D adventure for first-level characters. Scourge of the Howling Horde is a D&D adventure for first-level characters that pits heroes against a menacing tribe of goblins and their monstrous allies. It showcases a new encounter format designed to help Dungeon Masters run memorable encounters more easily. It also includes sidebars that contain useful advice such as differences when running the adventure for new players or for seasoned players.
Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.
A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.
Wicked forces conspire to usurp the power of the Raven Queen, god of death, by unraveling the foundations of reality. To prevent this cosmic coup, mighty heroes must survive an epic journey into the Shadowfell's timeless core, where all things find their end. The beginning of the end of the original 4th edition adventure path (although ties are very light to the heroic and elite tier adventures). The PCs must first prove themselves worthy to act as the Raven Queen's agents. They will then be sent to Death's Reach, a graveyard and dumping ground from the Dawn's War. There, they must fight through the Black Star Host- powerful elemental beings, to prevent Orcus was resurrecting a primordial, Timesus the Black Star. One notable encounter is a random encounter with the Worm of Ages. This huge worm has the ability to swallow and rules for moving creatures from its maw to its throat, gullet, and into the stomach.
The citizens of Phent, which is a large town in Thesk, are a proud, yet warm and accepting folk. For the past nine years, they have been host to over six hundred orcs, which is certainly an anomaly in the average Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand orcs to aid in the fight against the westward-sweeping Tuigan hordes. The orcs fought well—well enough that the citizens of Thesk welcomed them as citizens when Zhentil Keep abandoned them in this land in 1363 DR. Still, a current of unsettling concern lingers. Some believe that the orcs are still part of Zhentil Keep’s strike force, but that they went on standby to wait for the moment when their masters give the signal. Once allowed, these orcs may launch a crippling attack from within. However, in nine years, no signal has been given—at least none that any of the paranoid folk have noticed. The orcs are enthusiastic citizens and, apart from some rowdiness during breaks from the mines or fields, they have hurt no one. And then, a prophet comes, with a message of war . . . In A Call to Arms, the player characters (PCs) have a chance to prevent orcs from rising up against some humans. This adventure is designed for four 9th-level D&D® characters. The encounters can be adjusted up or down to suit your group’s needs, however.
“The Temple Between” is an adventure for 9th level characters, and it is challenging enough to take them to 11th level by the time all is said and done. Although intended as the final chapter of the heroic tier portion of the Scales of War Adventure Path, it can be run as a standalone adventure, or as an adventure in a campaign of your own making, with a small degree of modification. It contains elements of urban investigation, dungeon delving, and even wartime conflict, making it a suitable adventure to players of many tastes and preferences. The western end of Elsir Vale has been greatly troubled in recent days. The threat of the orc hordes from beyond the Stonehome Mountains, though turned back at Bordrin’s Watch, still lingers in the people’s minds. Peculiar and hostile creatures of shadow lurk in the caverns and caves below. Political squabbling grows among the city’s powerful dwarf clans. All this makes the city particularly vulnerable to an enemy nobody saw coming - that nobody even imagined. This enemy has goals and objectives far beyond the ultimately unimportant Elsir Vale, but the first step is the utter subjugation of Overlook. An enemy who, at least in part, is already here. In this adventure the player characters start by investigating the strange behavior of the city's clergy. They swiftly discover hints of a conspiracy worming its way through the city hierarchy - some members are possessed while others have been replaced by dopplegangers. After trailing this conspiracy to its source they discover a portal that leads to an ancient temple in the mountains. Using the portal, the PCs go to the abandoned ancient temple where they must confront both a cadre of fey and a band of mercenaries, from whom they learn there is a plot for a full-scale invasion of the region! The PCs must them rush back to Overlook and cement their place as heroes as they face off against the invading forces. Pgs. 4-71
Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95