Can Seapoint Be Saved?ย is an adventure designed for use with the AD&D rule system. To be able to answer that question, a party of adventurers should consist of 4-8 player characters, each of 4th-7th level. The group may also include henchmen and hirelings. To have the best chance for success, the party should include as many different character classes as possible, with emphasis on fighter-types.
Every year, the small town of Whitetree has to sacrifice a child as tribute to a fiery salamander slaver, Zassan. The players must pursue the slaver, attempting to stop him and retrieve his precious cargo before itโs too late!
๐๐ก๐ ๐๐จ๐ฎ๐ซ๐ญ๐ก ๐๐ง๐ ๐๐ข๐ง๐๐ฅ ๐๐๐ฏ๐๐ง๐ญ๐ฎ๐ ๐ข๐ง ๐ญ๐ก๐ ๐๐ฉ๐ซ๐ข๐ฌ๐ข๐ง๐ ๐๐๐ ๐. The orc uprising around Nirzumbil must come to an end! The Mercur trade coster is benefiting too much from the blockade of the dwarven stronghold and threatens to corner the market on iron ore and gems for years to come. If the orc warlord commanding the armies can be slain, the orc forces will surely fall apart. But how to find and kill a warlord who is powerful enough to unite thousands of orcs? This adventure features 5th edition conversions of the krenshar, senmurv, portal drake, and stone flyer.
The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.
The Chinese legend of Lady White Snake, like a serpent shedding its skin, is a tale thatโs been renewed many times. At its core, it is a tale of a water snake granted magic and human form when a mortal man drops a godโs gift of immortality into the river. It is a story of friendship in which the white snake saves a green snakeโs life and shares her powers. It is a story of jealousy in which a turtle spirit covets their immortality and plots against them. It is a story of selflessness in which the white snake sacrifices allโtrapped in a pagoda for eternityโto save, from the turtle spirit, the same mortal man sheโs grown to love. But in some retellings, it is a story of evil and good, Lady White Snake, an evil demon, and the turtle, a well-intentioned monk. Or it is a story of treachery, the green snake betraying her closest friend. This adventure embodies the multi-faceted nature of the original legend transformed over centuries. The townโs healer, Lady White, has been captured, and everyone in the village has a different story to tell. Itโs up to the characters to decide who they trust, what they believe, and what theyโre going to do about it.
It has been years since the last virgin was sacrificed: and now the pit beast awakens once more! Every generation it stumbles forth on undulating tentacles from its resting place deep below the great ravine, its towering blubbery mass ravaging the land before returning to slumber for decades. But this time is different. The Great Beast strikes with intelligence: bands of faceless gray-robed men emerge from the tenebrous depths, herding the beastโs roaming tentacles before them. The enigmatic people of the pit live despite the passage of ages! The earth shakes each night as they herd the primordial tentacles ever further, while the villagers ask: is any man brave enough to put the sword to this menace?
Villagers have gone missing! A mix of clues, superstitions, and omens point to the brooding citadel of the emerald sorcerer. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His green-skinned constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now it is time to penetrate his inner sanctumโฆ
What elder evils lurk in the depths of the freezing mountain ruins? Find out in The Stoneheart Ruin! The adventure features: An adventure set in a desolate, wintry mountain landscape. 16 pages full of intrigue and mystery, containing full color maps, plus 2 unique monster stat blocks. Provides a great introduction to Mind Flayer lore and mythos for Tier 1 players. Can easily be set in the Spine of the World for use in Rime of the Frostmaiden. Let your characters test their mettle as they climb and face the ancient dangers lurking in the cracks of The Stoneheart Ruin! โI have no explanation for any of these finds. We heard disturbing noises coming from further within the mountain; thunderous and growling.โ Excerpt from a pamphlet, signed: โKoralia Meadring, Anthropologist Extraordinaireโ Koralia needs you to investigate her most recent discovery: a ruined cavern deep in the mountains. Her small team of academics did a cursory walk-through and think they've found a big breakthrough! However, they left in a hurry after being frightened by the horrors they heard coming from deeper in the mountain. They escaped and found one of their team was missing - a goliath named Marek. You must climb the mountains and locate the ruin, make certain that it is safe for study by Koraliaโs team, and if possible, find and rescue Marek, whose fate is uncertain. Made during the November 2020 RPG Writer's Workshop.
๐๐ฌ ๐ฒ๐จ๐ฎ๐ซ ๐ฉ๐๐ซ๐ญ๐ฒ ๐ญ๐ซ๐๐ฏ๐๐ฅ๐ฅ๐ข๐ง๐ ๐ ๐ฅ๐จ๐ง๐ ๐ฐ๐๐ฒ ๐๐ง๐ ๐ฒ๐จ๐ฎ ๐ฐ๐๐ง๐ญ ๐ญ๐ก๐ ๐ญ๐ซ๐๐ฏ๐๐ฅ ๐ญ๐จ ๐ก๐๐ฏ๐ ๐ ๐ฅ๐ข๐ญ๐ญ๐ฅ๐ ๐ฆ๐จ๐ซ๐ ๐๐ฅ๐๐ฏ๐จ๐ฎ๐ซ ๐ญ๐ก๐๐ง ๐ฃ๐ฎ๐ฌ๐ญ "After travelling for a week you make it safely." This module adds a small side adventure for a party on the road; ๐๐๐๐ข๐ง๐ ๐ญ๐ก๐๐ญ ๐ฆ๐ฎ๐๐ก ๐ง๐๐๐๐๐ ๐๐ฅ๐๐ฏ๐จ๐ฎ๐ซ ๐ญ๐จ ๐ญ๐ซ๐๐ฏ๐๐ฅ ๐ฌ๐๐ฌ๐ฌ๐ข๐จ๐ง๐ฌ. This module centres around a deceptive hut that looms besides a lonely forest road. ๐๐๐ฌ๐ข๐ ๐ง๐๐ ๐๐จ๐ซ ๐ ๐ฉ๐๐ซ๐ญ๐ฒ ๐๐๐ญ๐ฐ๐๐๐ง ๐ฅ๐๐ฏ๐๐ฅ๐ฌ ๐-๐. If you enjoyed this module please take a look at my other modules. https://www.dmsguild.com/browse.php?author=Tanner%20Johnston
Thereโs someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year itโs different. Bodies are turning up. Teenagers are running for their lives. Thereโs blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domainโs dark lord or lady.
While lightning may strike anywhere, there is but a single Temple of Pure Lightning. This temple could be located just about anywhere โ out in the middle of an expansive dungeon or even hidden beneath the streets of a bustling city. Regardless, this temple is not for the faint of heart. Within these walls are floors charged with lightning, ancient powerful weaponry, a vast series of winding powered minecarts, and rooms that are filled with eternal storm clouds. Just as dangerous are the aetherspawn that have been drawn to this place of great power and now see it as a home that will not be taken from them by the likes of a few mere adventurers.
Troubles simply mushroom in the Underdark. The alchemist would like some fungus and spores, but no one wants to get them. Perhaps you could help. The adventure begins with the party finding a caravan. In addition to being able to trade with these NPCs, the party also can be hired by an alchemist to bring bag some red fungus and some Myconid spores from underground. Underground, the party will have a chance to interact with friendly Myconids and venture through a large labyrinth of passages (this labyrinth isn't mapped and is dealt with through storytelling, random encounters, and roleplay). The adventure culminates in a battle between the Myconids and Flinds, and the players can participate. Pgs. 4-12
Bugbear Fight Pit is a mini-adventure with a single main encounter that follow the Bugbear Jeeshank tricking the players into a trap with the challenge of single combat to stop his activities. If the players fall for it, they will be faced with a large number of ranged attacks, and additional clever tactics and use of the terrain. Pgs. 15-17
Two thieves' guilds fight to the death - with you in the middle. Run silently; the Midnight Stalkers are after you. Escape from the Tower of Midnight is an AD&D* game module for 2-6 thieves of 2nd-4th level. The Dungeon Master may change the names of the thievesโ guilds, countries, deities, and so forth to fit the individual campaign. Note that all player characters are assumed to have been imprisoned at the start of the adventure; little or no equipment will be available at first. This module is well suited for tournament use. Adventure Background It must be assumed, for the sake of the adventure to follow, that the PCs have no way of avoiding capture by the Midnight Stalkers. However, the DM may find a way to play out this adventure and have some or all of the PCs captured, allowing any who escape to attempt to rescue their comrades. Pgs. 16-27
In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhรคuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet againโฆ
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 titansโ efforts.
Cupid's Sparrow is a Valentine's Day-themed adventure for pairs and parties that allows one or more players and their DM to take part in a Sune's Day celebration filled with fun, flirting, and random tables. Ready to be incorporated into any campaign or setting, Cupidโs Sparrow invites chance and creative role-playing to join hand-in-hand in tribute to the goddess of love and beauty. Characters of any level can take part and enjoy the revelry, first experiencing and then investigating the strange and surprising occurrences taking place in and around town and at the romantic forest-side inn, The Loversโ Nook. Whether two characters in your party have struck up a romance, youโve finally convinced your partner to play, or youโre looking for a fun way to celebrate Valentineโs Day with friends, a loved one, or your entire gaming party, this adventure is for you! This product includes: -1-3 hour adventure adaptable to any setting or party size -All necessary stat blocks for NPCs and descriptions of NPCs and their motivations -A menu and map for The Loversโ Nook Inn and town map to aid exploration and gift-getting
Lair of the Frog King is a short adventure for five 1st-level characters that takes place in an ancient castle. The riverโwhich used to flow around the castle and fill its moatโhas diverted over the centuries, and now what used to be fertile farmland is marshy bog. Whatโs more, the swamp has claimed the castle itself. A tribe of bullywugs settled in the muddy former fortress, and use it as a base to raid nearby farms. Can the newly-minted heroes stop the bullywug menace? Find out in Lair of the Frog King!
This quest is for a party that urgently needs to resurrect a fallen character but lacks the means of casting or accessing standard resurrection spells. With no other options, the party seeks a hag whose preternatural magic can bring the deceased character back to life. However, the characters must save the hag from a misguided group of knights looking to slay her. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.
An ancient cave, defended by ancient death traps and weird arcane seals conceals the antediluvian vault of an archlich whose reign predates recorded history. Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed... This module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict.