Baron Rajiram’s forces have secured the Nelanther Isles and have scoured the Sword Coast for treasures. Now they have begun to explore a mysterious island that recently just popped into existence nearby. SEER seems to believe that an aboleth artifact is their goal. It is up to the adventurers, in competition with the baron, as well as aboleths, the Kraken Society, and the mysterious caretaker of the island, to locate the Eye of Xxiphu and avert catastrophic disaster.
A shrewd, spell-using green dragon has taken over the deepest chamber of a limestone cave as his lair. The dragon has persuaded a tribe of troglodytes to live in the outer chambers as a sort of "protective buffer" in return for gifts of magical treasure. The troglodytes cherish the useless bits of magic without realizing their modest worth. The outer chambers of the cave are protected by the troglodytes, the beetles and centipedes the troglodytes raise as cattle, and wild creatures. The green dragon uses traps, illusions and magical devices to protect his inner chamber. Wyrmhaven is the second dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
Minotaurs are fond of mazes, but rarely build them. Hex is an architect, engineer, and overlord all in one. A self-declared "Minotaur Lord", he is the only one of his kind known to exist. His lair is all he has, a gargantuan, ever-expanding labyrinth in which he keeps the spoils of his many conquests in youth. Now an ancient veteran, he works tirelessly to keep his hoard safe and to entice new adventurers to test themselves against his gauntlet of lethal traps. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 33 pages (pg 110-143). Published by 2CGaming
What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.
"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT
When you read the posting for this job, you knew what you were getting yourself into. "Lady of means requires the assistance of a stalwart group of adventurers willing to undertake a mission of the utmost importance. Discretion is required." Words like that never mean that the woman in question is looking for someone to weed her Garden - unless, of course, it's full of man-eating plants. Those are the kinds of words you only post if you are really in a bind. If it's a matter of life and death. If you're desperate for help and willing to pay for it through the nose. It just so happens that you've made yourself quite a reputation lending just that kind of aid to people in just that kind of need. And the money hasn't hurt you any either. So when Lady Elena Zadrian tells you that her father - the near legendary alchemist Sir Timoth Zadrian - has gone missing, well, you're not all that surprised. Lady Elena looks upon you once again, brushing the long blonde hair from her bright blue, tears soaked eyes. "My father lives outside of a village only four days ride from here, a sleepy, little place called Cuthder," she says. "He comes to see me every 4 months. He's a forgetful, old man, but I could set my clock by his visits." She chokes back a sob. "It's been eight months since I last saw him. I fear something has gone horribly awry. Either brigands have robbed his tiny castle, or one of his experiments may have left him dead - or worse." The lady stares you straight in the eye, and you can almost taste her desperation." My father is a good man, wise and Noble, but if word of this disappearance were to get out, it would hurl my household into a shambles. I need you to travel to his castle and learn for me what has happened to him, quickly and quietly." "Please," she begs of you, her Ruby painted lower lip beginning to quiver. "I need your help. And I'm willing to pay - handsomely." She has your attention.
Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the imperial court. To impress the queen and secure a royal audience, the wicked characters must scour the City of Thorns to root out and eradicate a secret organization that works to free halfling slaves. But to truly earn Queen Abrogail's trust, the adventurers must perform a sacrifice for the queen to renew House Thrune's contract with Hell, and there are many—both within the court and without—who wish to see the monarch dethroned.
The idyllic town of Evershade is about to get a lot less peaceful. Nestled in a small valley near the border of two kingdoms, Evershade is a small but prosperous town. But ranchers have been finding their livestock slaughtered, with no idea what's behind it. What begins as a simple mission to scare off a predator, turns into a race across hills and mountains to prevent agents of evil from destroying a future force for good. Includes A adventure for 4-5 characters of 3rd to 4th level A regional map of the areas surrounding the town of Evershade Descriptions of the town of Evershade and several of the notable NPCs that live there A map of the dragon's lair on a cliff near the sea Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT Published by Goblin Scrawl Games
An original one-shot adventure designed for 3-6 level 3 characters. SUMMARY: A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant. The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms. Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own. Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Printable cards 16-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #SleepingGiantMountain #GiantsOfKaiva
When the Black Marquis lost all of the men he could trust on a failed treasure hunt, he did the only thing he could: turned to the Pathfinder Society for help. Offering an ancient lost text in return for assistance, the Black Marquis of Deadbridge sends you deep into the spider-haunted Echo Wood of the River Kingdoms to track down his missing pirates and recover an ancient treasure for the Society. You'll face brigands, pirates, spiders and more—but will you survive the perils of the Pirate Pact?
As your party closes in on the coast of the Newmack Sea you are greeted by a large group of the duke’s military. After gaining an audience with General Zulta you discover that your reputation has preceded you. The general asks your party if they could assist him in the capture of the rogue mage Oxidosus who is currently trapped in his island fortress. A cautionary note, if the players make poor decisions TPK is a very real possibility!
Villainous Kobolds in the service of a newly hatched Red Dragon Wyrmling have raided a village, making off with half a dozen children! Will the adventurers be able to rescue the young hostages in time, or will the Wyrmling have a particularly fine dinner this evening? Note: Requires Volo's Guide to Monsters
In the fetid waters of the Rotbog, the Wraith’s Breath lies wrecked. Those squalid remains were once the proud vessel of the Dread Pirate Ghostbeard, during his fanatical pursuit of the Lost Gold of Tagua. Whether he found a piece is not known, though it is said that a mere touch of the treasure can infect one’s soul with the ‘Gold’s Will’ – a compulsion to reunite the scattered booty. Perhaps that explains Ghostbeard’s mad obsession. Risen of the Rotbog is a short, undead-pirate-themed encounter for four to six 2nd level characters that builds towards a chilling showdown with the Dread Pirate Ghostbeard. It can be easily slotted into an ongoing campaign, or can work as a short one-shot. The file includes a battle map - one version for the players, and one with GM annotations.
A trek across the Shadow Marches leads weary travellers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way. In Khyber’s Harvest, the PCs battle an ancient evil threatening a remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khyber—a quest that brings them to the attention of the dreadful Belashyrra, the Lord of Eyes.
This setting was used in the F series and was used as an area for multiple adventure opportunities as a separate crossing of the Border Mountains. This mountain area has several travel sections to get from the civilized area to the frontier. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. In the Filbar campaign it was commonly used to get from Havendale to Arcanum College and Cordicstown.
When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?
The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64
With your first set of adventures firmly under your belt you are relaxing and basking in the glory of a job well done. While at the local tavern imbibing in some well-earned spirits, a commotion can be heard outside. As you step outside the villagers are pampering two children who apparently just rode into town on a very sweaty and tired pony. An arrow is sticking out of the mount’s flank. As the animal is removed the townspeople pepper the children with questions as both are obviously afraid. It would appear the drinks will have to wait.
Towering obelisks stab the sky. Monstrous knights with blazing lances prowl the night. Huts burn, and entire villages are taken as slaves to be fed darksome pits. The cries of terror and panic give the horrors a name: the Beakmen have come. But you are no mere peasant or serf, cowering the in the dark. You and your companions are reavers, with bloodied blades and spells wrenched from the dreams of demons. You stride through chaos while others flee, turning your steps towards the great stone obelisk, the source of the beakmen and their alien magics. Whether for the cause of justice or merely to acquire these strange blazing weapons for you own, tonight there shall be an accounting: a blazing brand thrust into The Shadow of the Beakmen.