The Auburn Desolation is a forsaken waste of treacherous sand and unbearable heat within the Shadowfell. Gloom-wrapped serpents and foul undead haunt the wastes, striking out at unsuspecting travelers from sandy graves. Pgs. 88-95
Please come right in. What can we get started for you? We’re so sorry about that noisy eyesore across the street. I assure you, steps are being taken to solve that little nuisance. Oh yes. Steps are being taken. We have some lovely new teas in from far-away lands. Very mild but oh so delicious. And our cook just took some gorgeous biscuits out of the oven. I’ll bring you some to nibble. Now I need to run down to the basement for some more linens. I won’t be gone long, but my girls will take care of you while I’m away. And I’ll get that racket across the street taken care of. Yes, I most certainly will. Miss Teree runs a elegant teahouse in the upscale part of the city. But when a kobold, Sug, buys the inn across the street, her sales plummet. But then Sug starts finding rats in his basement, and they somehow manage to kill his bouncer. Sug suspects Miss Teree has something to do with his bouncers death, but he needs help figuring out how.
The characters have been summoned to Pollin, a dwarven industrial city which prides itself on innovation and invention. When the Honey River which is source of all the power in the city runs dry they call for the aid of adventurers. The characters are brought before the Industrial Minister as he needs their help to solve the issue and fix the problem.
Lord Blackmoor's son has been kidnapped, and is being held in the crypts beneath an ancient fortress. Can our heroes rescue the boy before he is sacrificed in a diabolical ceremony? The party responds to a plea for assistance from Lord Blackmoor, whose son Willet has been kidnapped. Blackmoor desperately needs someone to mount a rescue mission. The party journeys along the old East Trail, facing bandits and dangerous obstacles before delving beneath the ruins of Firestone Keep, encountering fearsome enemies and ancient magic. Finally, the party must fight for their lives as the truth about Willet’s abduction is revealed.
A Beholder Love Story A dwarven mineshaft has become the new home of the heartbroken beholder Sindryl. Discover who could be wicked enough to separate Sindryl from his love Prix'am, put a stop to their plot, and restore Prix'am's missing heart. A 3-6 hour Dungeons & Dragons 5th Edition adventure for Tier 2 characters. This adventure includes: 2 New Monsters (including 1 New Beholder!), 3 New Magic Items, New NPCs, a Minecart Skill Challenge, Romantic Random Encounters for the Underdark!
Rumours tell of a secluded cave where a powerful cleansing artifact resides, guarded by a mythical creature that no one has seen and lived to tell the tale. Heat boils forth from this cave, and tortured shrieks echo on the wind. Do you have what it takes to brave the Lair of the Lava Queen?
Retribution and revenge are yours for the taking! Demise of the Slavers pits you against the forces responsible for turning your life upside down and kidnapping your friends and family. The original pair of adventurers have come a long way and with the help of friends, it is time to end the slavers hold on your homeland of Esaq! Don’t miss this exciting conclusion for the DQ series.
The Domes of Ishaq-Zahur adventure is a tabletop roleplaying game module for 5th Edition D&D and Pathfinder featuring challenging combat and traps, a gamut of mind-bending puzzles, a completely custom cast of NPCs and monsters, detailed backstory and plot, and guidelines detailing the best ways to run the sessions standalone or incorporate it into your ongoing campaign. Domes of Ishaq-Zahur introduces the players and characters to a dangerous desert world and the elusive history of the precursor races. Part 1 of the Fate of the Forebears Adventure Path Produced by 2CGaming
"An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it's bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the "Flower That Does Not Bloom." The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus." This adventure is the second in the "Tales from the Blood Plateau" series, but works well as a standalone or an intro to another campaign. Though the party does not actually engage the Death Knight/Blackguard antagonist, he is the primary driving force behind the events of the adventure. Published by MonkeyGod Enterprises and Highmoon Press
Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.
The adventurer is hired by Dawson Beam, the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the “Rats of the Reach”. This is the second adventure in the 1-on-1 Mini-Dungeon series, but can also be utilized as a standalone adventure. Published by AAW Games.
The hunt is on! Agents have hired out the infamous Redcaps to raid along the Hruesen River and Baron Botkin wants them brought to justice. A mad run by the goblins left a trail of ruin along the river road but the time to act is now, before the trail goes cold. the evil doers broke off the raid and now lie in hiding somewhere in the Barren Wood. There in the deeps of the forest stands the legendary Slag Heap - an ancient complex of unknown origin and terrifying reputation for years ago the Heap served the Horned God's minions as a bastion against the fey of the Barren Wood. But now all the forest is hostile to outsiders, whether good or ill. The men of the Barren Wood are fierce, independent, and distrustful of outsiders. Facing them is a daunting task in the best of times and now they seem to be protecting one of their own. Discovering the real powers in this region only brings the characters closer to doom as they travel to piles and heaps of slag and detritus that was once a glorious abode and temple to the dark powers before the age of man. Also available for 5E
An introductory adventure for a 1st level party for D&D 5th Edition. The party is asked to maintain order at the local mage's festival, and things get a little weird.
Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. "Lord of the Iron Fortress" is a stand-alone adventure for the Dungeons & Dragons game, the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). This adventure contains an additional 16 pages of content for the same price as earlier adventures. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.
Step right up, ladies and gentlemen... A carnival of laughs, thrills - and terror. "Sometimes an adventure comes along that tackles a particular idea or theme so well that it pretty much closes the door on other submissions of its kind. Such is the case with 'The Jingling Mordo Circus.' Owner and ringleader Max Mordo, an evil wizard, uses the circus as a front for his kidnapping schemes and his magic to turn his victims into sideshow monsters. It’s the first and only circus Dungeon has published." - Christopher Perkins Pgs. 48-63
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 renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
"There's this huge fish in my mine," says the gnome, "and you've got one week to get rid of it." A little fishing trip - with you as the bait! A gnomish mine at the bottom of Whitelake is being terrorized by a giant pike. The party has a week to find a way to capture or kill the beast. However, once they do, another monstrous fish attacks. The party eventually finds a tribe of merrow has claimed a cave on the north shore and are releasing the fish to keep the gnomes away. Pgs. 8-15, & 64
Rumor has reached your ears that the legendary Amulet of Rafael is in this region. Further investigation has revealed that a reclusive nobleman in the north called Xantus is currently in possession of the item. While details are sketchy about the item, it is well known that quite powerful in the hands of a mage. You decide that you will go north and locate the “Ice Lord” and see if he is willing to part with the item.
Your group of fledgling adventurers has come together from their respective backgrounds to seek out their fame and fortune in the wilderness. Upon their initial foray they uncover the lost ruins of a forgotten city. Little do these young adventurers realize that they may come into contact with a page and cover of the relic known as the Codex of Gamber Dauch!