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.
The yuan-ti have a long, storied past in the history of Chult. So, if they are to be defeated, we must look back into history. Within the jungles, a number of cities fell into ruin during the Year of Blue Fire. Both the merchant princes and factions believe that if discovered, they likely contain knowledge that’ll prove invaluable in the battles to come. Get looking! A Four-Hour Adventure for 11th – 16th Level Characters
Chaos reigns outside Roslof Keep, and the spread of the violet corruption runs deep within Mithelvarn's Dungeon. Now, the Company of the Ivory Scimitar must not only face the challenges of the Roslof delve, but will also find the dangers of the Kelmalin Wildlands must be overcome as well if they are ever to get to the bottom of the deadly plague that ravages the land. Time is running out, and only those brave enough will be able to face the horrors of the Glade of the Burning Dead and the dark recesses of The Hill. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
The Forge of Fangs has been located in Vanrakdoom. While many innocents have been saved from an undying fate, the forge remains. Artor Morlin would like to see it torn to the ground and the threat ended forever. Part Three of the Undying Threat trilogy. Optimized For: APL 13
Morgansfort: The Western Lands Campaign is the first published campaign setting for the Basic Fantasy Role-Playing Game. This module includes a brief description of the Western Lands: A campaign adventure area consisting of the remnants of a once-great empire, a pair of important free cities, and a vast wilderness territory, plus Morgansfort, a detailed "home base" for adventurers set in the western lands. Also included are three adventures designed for a part of new player characters, comprising a total of six dungeon levels: The Olde Island Fortress: a two-level dungeon environment suitable for beginning adventurers, located near Morgansfort. The Nameless Dungeon: a three-level dungeon designed to be a bit more challenging. The Cave of the Unknown: a one-level dungeon filled with strange monsters led by a fearsome master. This campaign module combines: The Western Lands, a briefly sketched campaign area; Morgansfort, a detailed "home base" for an adventuring party; The Old Island Fortress, a two level dungeon suitable for beginning adventurers; The Nameless Dungeon, a tough three level dungeon; and The Cave of the Unknown, a dungeon controlled by an evil magic-user. This campaign module is highly suitable for starting a new group, even a group of new players. Published by basicfantasy.org
You wake up in a dark room with a group of friends. You don't know how you got here and your thoughts seem distant, echoing in your mind. The note you find reminds you your mission: retrieve the flower of oshadis and escape this temple alive. Culitsts and traps stand between you and freedom.
Bakunawa rose from the sea, her scaled and slick and massive form rising up over cities and mountains, her teeth glistening and her eyes filled with desire, and she opened her mouth wide. The moon, Mayari, looked on as the Celestial Eater grew closer and closer, stopped only when Haliya arrived and struck the great serpent with her sword. Haliya's mask reflected the warrior goddess' rage as she fought the serpent back into the sea, forcing it to retreat. It would only be a matter of time before an attempt on the moon's life would be made again, be it Bakunawa or one of the other Celestial Eaters. And as she laid to rest, she knew both herself and the mortal races would need to be ready. The Islands of Sina Una is a new Campaign Setting for 5th Edition that pulls from precolonial mythology and culture of the Philippines. In the time since Bakunawa's last attack the mortal races that inhabit the island recover slowly as life goes on. While some do battle with the monsters that roam these lands, others work as intermediaries, communicating between spirits and deities to help protect and guide their people. And yet, there are still others who choose to align with the terrible Celestial Eaters, to destroy the moon and bring about the end of all things.
The Plains of Dorack are generally controlled by the evil mage Faltor the Demented who resides in his magically created fortress. The Onyx Spire rises in the middle of the Great Plains and the land around it has been cleared for miles so that its owner can keep an eye on his domain. He employs a large number of humanoids as well as humans, and rules out of fear and intimidation. While the powerful mage does not need it personally he finds that having so many minions allows him time for personal research. Those who have met the secretive mage know immediately they are in the presence of great evil.
HORROR THEMED ADVENTURE FOR THIS HALLOWEEN!!! EXPLORE A HAUNTED PIRATE SHIP!!! What is this adventure? This is a short location-based horror adventure where the characters explore a haunted derelict pirate ship in the ocean. The whole adventure can be played in a typical four-hour session. The Derelict is perfect for situations where the party suddenly decides to sail off into a completely new direction and the gamemaster does not have anything prepared for the destination. It is designed to be simple and the gamemaster is empowered to read and run it quickly. Since combat is not the main focus for this adventure (it is more atmospheric and exploratory), scaling this adventure for parties of different levels is trivially easy. How to use this adventure? This adventure can be used in two different ways - A random encounter - This is perfect for use for a random encounter in the sea A retrieval mission - This adventure can also be used as a missionto retrieve an artifact that was looted by the pirates a long time ago What is included? The adventure pdf DM's map of a haunted pirate ship with four separate levels High resolution maps for the pirate ship (all four levels), which can be printed out as a tabletop map to play on.
Traveling the space lanes is risky and mysterious, and danger comes in many forms. The rescue of a tiny ship from pirate attackers leads to the discovery of a monumental, supernatural evil. Nothing is ever routine in space. Crystal Spheres takes player characters through four unique crystal spheres to battle a powerful force of darkness. Player Characters will find themselves fighting not just for their lives, but the fate of an entire solar system and its millions of inhabitants. TSR 9299
Two days ago while in the Village of Balis you heard a rumor of an abandoned monastery. With such a deserted location already so close at hand one could not refuse the temptation of checking on its possible gains-whether it is treasure or knowledge that is to say. Yet the gains must surely be worthy of someone as adventurous and brave as yourself. Through further investigation of the rumors of the townspeople you have discovered that the old monastery is said to be haunted with the dead walking the grounds. Directions were located and after a final day’s praying you set out to locate the Monastery of the White Rose.
The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.
Bakinqa is not your typical devil. Influenced by human society at a young age he took it upon himself to learn as much as he could about the “pink skins”. When his first meeting with humans results in the death of his father, Bakinqa swears to find and kill the boy responsible. Ten years later Bakinqa has prepared his plans for revenge. He begins experimentation on human werewolves, turning them into slaves and using them to work his way into human society searching for the boy that killed his father, now a man. When local hunters begin to disappear the mayor takes notice and hires the PCs to investigate. The PCs search will take them into the dreaded Dark Wood where they battle werewolves and hybrid devil spawn in search of the manipulative devil Bakinqa.
Centuries ago, the glitterdoom came to the dwarves of Steelhand Clan! This divine curse transformed the dwarves into hellish forms with an insatiable greed for gold. Now, a chance encounter breaks open long-sealed gates to unleash the glitterdoom again. Can your adventurers delve into the forgotten halls to confront the subterranean menace? Work together to clear the abandoned mine of it's undead hosts and retrieve what gold and treasures you can.
Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66
A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power?or got in the way of another berk's wish. Harbinger House is a Planescape adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse wails to be discovered in the lunatic asylum called Harbinger House, and only the player characters can shape its power-for good or ill. TSR 2614
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
Four great and powerful heroes travel in search of adventure. Led by Mordenkainen, wizard without peer, they have come to mysterious Maure Castle, a forlorn and foreboding place, source of wonderment and awesome adventure, following a strange and terrible story. For, somewhere deep beneath Maure Castle, from whence no person has returned alive, there stands two massive iron doors - doors without latch, lock, or handle - the Unopenable Doors. And if the doors are opened, what then? Such potent evil, such terror lies beyond, that even the bravest adventurers may quail before the ultimate test! Mordenkainen's Fantastic Adventure is a challenging adventure for high-level play. Four original characters from Gary Gygax' famous Greyhawk campaign are included for your use. Can you meet the challenge? Can you survive what lies beyond... the Unopenable Doors? TSR 9112
A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.
The door slams open so hard that the wall shakes and the hinges groan. To everyone’s astonishment, a goblin staggers in. He is badly wounded, with dried blood covering about half of his body. Only a moment before the air was full of the rattle of dice, the slap of cards, and cries of victory and defeat. Now the Gambling Golem is dead silent. The goblin lurches toward your table then collapses right in front of you. “Help me,” he croaks, looking up at you with bloodshot eyes. “I’ll make you rich!”