Lost in the Forest of Gloom is a short spooky quest
Continue the adventure inside the Dwarven Forge world of Mythras with the second part of this new gaming trilogy, The Hidden Valoria Campaign. Now entrenched in the tapestry of The Patina Court, the players must begin unraveling an even greater mystery that lies beneath the streets. Taking the adventure to the sewers, get ready to explore some of the locations that have made Valoria so famous among its players over the years This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment." Set in a post-apocalyptic future where Earth's remains are explored through dungeons filled with ancient tech, magic, and bizarre ecosystems, inhabited by various factions with their own agendas. This setting blends sci-fi and fantasy with a touch of the absurd, offering a playground for imaginative gameplay and storytelling. The module includes a gatehouse and the first level of the Anomalous Subsurface Environment, each designed with multiple pathways. Unique twists on monsters and magic items. Written for Labyrinth Lord
Someone is killing the crops of the local villages. You must find who it is and stop them, but an early wizard experiment may make this harder than it first looks. A short adventure designed to be run in a single night for 3-5 characters between level 1 and level 3. The adventure includes graded encounters to cater for different group sizes and levels as well as summary creature blocks to aid the dungeon master.
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.
Finish up this Dwarven Forge world of Mythras trilogy in the epic conclusion of The Hidden Valoria Campaign. Master your occupation of the neighborhood of the Patina Court. In this climactic end your players will fight paralyzing hate crawlers, kobold trap masters, spiders, and even a dragon and a mummy lord before a final betrayal awaits This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure
A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in its wake. The PCs delve into the snow, only to find omens of worse things to come – a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom – can the PCs stop her and her minions before she arrives to dominate the kingdom? Also included in Midwinter's Chill: A dragon egg, as well as detailed rules for how to care for, hatch, and train the dragon within! A new monster, the Murashyk, a guilt-ridden undead sure to lead the PCs to their doom. Three new magic items! Teleportation spires , and two types of dragon-slaying medallions for your PCs to prepare for the challenges ahead! A new spell, splice location , which allows you to shift entire buildings or even cities from one place to another! A new deity, Arnut, the goddess of winter and the north wind! Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
𝐈𝐬 𝐲𝐨𝐮𝐫 𝐩𝐚𝐫𝐭𝐲 𝐭𝐫𝐚𝐯𝐞𝐥𝐥𝐢𝐧𝐠 𝐚 𝐥𝐨𝐧𝐠 𝐰𝐚𝐲 𝐚𝐧𝐝 𝐲𝐨𝐮 𝐰𝐚𝐧𝐭 𝐭𝐡𝐞 𝐭𝐫𝐚𝐯𝐞𝐥 𝐭𝐨 𝐡𝐚𝐯𝐞 𝐚 𝐥𝐢𝐭𝐭𝐥𝐞 𝐦𝐨𝐫𝐞 𝐟𝐥𝐚𝐯𝐨𝐮𝐫 𝐭𝐡𝐚𝐧 𝐣𝐮𝐬𝐭 "After travelling for a week you make it safely." This module adds a small side adventure for a party on the road; 𝐚𝐝𝐝𝐢𝐧𝐠 𝐭𝐡𝐚𝐭 𝐦𝐮𝐜𝐡 𝐧𝐞𝐞𝐝𝐞𝐝 𝐟𝐥𝐚𝐯𝐨𝐮𝐫 𝐭𝐨 𝐭𝐫𝐚𝐯𝐞𝐥 𝐬𝐞𝐬𝐬𝐢𝐨𝐧𝐬. This module centres around a deceptive hut that looms besides a lonely forest road. 𝐃𝐞𝐬𝐢𝐠𝐧𝐞𝐝 𝐟𝐨𝐫 𝐚 𝐩𝐚𝐫𝐭𝐲 𝐛𝐞𝐭𝐰𝐞𝐞𝐧 𝐥𝐞𝐯𝐞𝐥𝐬 𝟔-𝟖. If you enjoyed this module please take a look at my other modules. https://www.dmsguild.com/browse.php?author=Tanner%20Johnston
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. In this adventure, the Heralds of Dust in Sigil ask the characters to investigate and end the disappearances in secret crypts under Sigil.
The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndölg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndölg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires alone—either by skill or luck. Part 3. Once at Ise Festing, the group discovers it’s been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubt’s observation deck.
Madness in Freeport, the final part of the Freeport Trilogy, details the final confrontation between the PCs, the Brotherhood of the Yellow Sign, and Sea Lord Milton Drac. In Part One, the Drac invites the PCs to the Grand Lighthouse Ball. Careful investigation can reveal the secret purpose of the lighthouse. In Parts Two and Three, the PCs must recover a powerful artifact to thwart the Brotherhood's plans. They must pass through an infamous pirate's hidden caves, then search a sunken temple of the serpent god Yig. In Part Four, the heroes must enter the Grand Lighthouse, AKA Milton's Folly, in a race against time to stop the Brotherhood's world-shaking master plan from coming to fruition. (Bibliographic note: This adventure was originally written for v.3.0, and later updated to the v.3.5 rules. The revised versions of Death, Terror, and Madness in Freeport were reprinted in an omnibus edition, along with two shorter filler adventures, as The Freeport Edition: Five Year Anniversary Edition.)
Elanil Elassidil’s successful recovery brings dire news, and only enough to raise the fears of all. On the urgent request of the factions, a covert raid party must be sent in to secure as much knowledge as possible, and destroy whatever schemes lie below. This is a Tier 3 (APL 13) Adventurer's League legal adventure set in a small town near Yulash. This module first premiered at TotalCon 2017. Contents include: • PDF of the adventure • Fantasy Grounds module • PDF of the Adventurer's League certificate
“Do not try to escape. You are in my control. Look at me. I am the sum of all evils. Look carefully. My power infests all times, all galaxies, all dimensions...many seek me out...But see how I destroy their lives..." (from the film, Heavy Metal, 1981) For half a century, life in the mining outpost of Piktown has been peaceful and prosperous until a strange green glow in the nearby mountain range rekindled a frightening legend from the past. Does this recent luminous phenomenon signal the return of the dreaded Cult of the Green Orb? The Overlord has hired you and your fellow adventurers to stop the troubling green glow! This module is a classic-style dungeon crawl meant for a single night’s play, with plenty going on behind the scenes to keep players (and referees) interested. For use with Swords & Wizardry** or the Original Edition of the First Fantasy Roleplaying Game
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. TSR 1084
The Knolls is the second largest city in the Duchy of Bast and a frequent spot for the adventurers going through the Filbar Quest (FQ) series. At over 60 pages this setting can easily appear in any campaign. Welcome to the city that Baron Tamar Wizzel rules and is a safe haven for adventurers of any level.
Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga
An adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers rise as Fell, intent on finishing their final mission.
Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3
A Wall Beyond Fury is a companion adventure made to go along with the events unfolding in the Folio #13 (AT3 Playing Down the Dawn). It contains the information needed to run a side adventure that will help characters in their fight against House Vash. The blood fued with the Vash is almost at an end, but the abduction of a former ally and a last cog in the Vash machine must be taken care of. Now, the heroes must enter the Ebon Swamp in search of answers and revenge if they hope to finally put an end to all that has befallen them since they first entered the great city of Taux. This adventure is formatted to both 1E & 5E gaming rules.