Will your party survive the frostbite Frostbite Gauntlet? A sequel to The Great Trial, this module is an arctic, highly challenging gauntlet focused on exploration and combat, planned for fours 10th-level characters. The adventure can be also run as a one-shot or as part of any campaign for that level. For more information on The Great Trial, see at the end of this page. The module is divided in two parts: Chapter 1 The gauntlet itself, the party will be taken to a demi-plane against their will and from there, they have a simple goal: leave. However, a powerful undead guardian will make things difficult. The party needs to find some of the sources of power of Deathwings, the guardian, to weaken it and have a chance against it. Chapter 2 After leaving, the group will arrive at a cave complex made of stone and ice. A ancient dracolich names Icingdeath will chase the party, squeezing through the tight tunnels, always on the party' heels. Once out, the party is greeted by Aenor and offered their rewards.
Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88
HEAR YE, HERE YE! THE BLACK KNIGHT WILL HOST A TOURNAMENT CHALLENGE! The Black Knight is a mighty warrior. Even though he acts a lot like a bandit, they say he keeps his word. The Black Knight usually raids local towns, but now he is sending out invitations. He offers a tournament, a contest of honor, to all comers. But why would the Black Knight hold a contest? Maybe something more is going on. There is only one way to find out! This module is the first entry-level adventure written especially for a DUNGEON MASTER and a single player. Recommended for one fighter, cleric, dwarf, or elf of levels 1-3 (An option allows for using more characters if you wish). TSR 9387
Auril's curse may be lifted, but something still has Good Mead in its icy grasp Good Mead is thriving again since Auril's curse on Icewind Dale has been lifted. Recently however, the town's secret protector has disappeared, replaced by a monstrous man that seems dead set to destroy the small town. Can you free the townsfolk from the fearsome and icy grip of this new evil? Unbearable Witchcraft includes: An adventure for 4-5 characters of 5th to 7th level set in Icewind Dale. 3 Frigid maps including a ruined keep on an icy river and an old temple dedicated to Auril. All necessary monster stat blocks, 6 all new including the Young Wight Dragon. Unnumbered maps usable in your favorite VTT.
The isolated tower of the wizard Deros Frist is an example of a typical tsochari incursion into the human world. This short adventure site describes the lair of a tsochar noble that has successfully replaced Frist, a local wizard of some renown. The tsochar Yikk Tasst now pores through the wizard's libraries and spell books, eagerly absorbing all the arcane lore it can. Pgs. 130-134
Attacks by the undead are on the rise in and near the swamp. Rumr has it that the swamp was once an elvish settlement, lost long ago to ruin and sunken into the marsh. But one structure, at least, has yet to be consumed by the swamp. And a long dead cultist of Orcus, buried in that forgotten mausoleum, has returned from the dead. Includes A short adventure for 4-5 characters of 3rd to 4th level A map of the Nightshine Mausoleum Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT.
Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving of many of its heroes. Now, a new menace has moved in beneath the shadow of Kelvin’s Cairn and threatens devastation to the townsfolk of Termalaine. The adventurers are visiting the frozen region of Ten Towns when they see smoke rising from the town of Termalaine. Upon entering the town they find unimaginable destruction and many casualties. A Frost Giant, named Hrimnar has moved into the old Verbeeg Lair at the foot of Kelvin’s Cairn. He has demanded tribute from the poor peoples of Termalaine and let them know what happens if they do not pay him adequately. The quest to save a town from a tyrannical, giant overlord may spell the doom of the adventures as they face off against Hrimnar’s minions and even worse, his pet dragon, Ormrfrost.
"The Keepers of the Celestian Order, valiant defenders dedicated to destroying horrors from the Far Realm, have trapped a beholder in its lair. However, the evil aberration has proven far more dangerous than expected, and the Keepers need the help of adventurers to end the threat of Omaranthax once and for all. This Dungeons & Dragons Roleplaying Game adventure, created for Free RPG Day 2012, pits player characters against a mutated beholder and its vile underlings. Although set in the Forgotten Realms campaign setting, the adventure can be easily adapted to any* D&D world." *: The adventure mentions that it is suitable for any setting touched by the Spellplague.
Run, play or splice up 66 pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) mini-sandbox for Labyrinth Lord or the well-aged fantasy rpg of your druthers. Contains: • A 25-site pointcrawl of the otherwordly Slumbering Ursine Dunes region. Beyond the big ticket adventure sites you will find along the way a Polevik-haunted rye field, a Zardoz head-living hermit, bearling pilgrimage site, antediluvian beaver engineers and other assorted madness. • Two separate “dungeons”, the bio-mechanical, lost-in-time Golden Barge and the faction-contested Glittering Tower, with enough detail and portability to be slotted into an existing campaign. • The Chaos Index, a dynamic events system for modeling the mythic weirdness of the Dunes. Actions of the players in the sandbox will escalate or de-escalate the levels of events. • Four competing factions operating inside the Dunes, plus guidelines for their mutual interactions.
You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.
From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."
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.
Soburin’s human nobility are not the only rulers that are in need of outside agents since the corrupting fogs reappeared; even oni warlords have found the Mists of Akuma to bring challenges, obstacles, and threats beyond their ken. Yona, the undisputed master of the secret city of Tsukisasu, lost control of her throne only a few weeks ago to a strange creature that capered out of a storm intermingled with the supernatural haze, and her agent Xiqzoxix is keen to remove the usurper as soon as possible. The PCs are the group ze has chosen for this momentous task and should they accept the oni bengoshi’s offer, a deadly set of trials await them on top of the mountain—though the longer they dally, the more powerful their adversary grows. To defeat Obiemashita the party will have to first find Tsukisasu, covertly investigate the town, and then disrupt the yai sovereign of storm’s rituals and slay it before all hell breaks loose, spilling untold violence down onto the already embattled lands of the prefectures below! Will you conquer Tsukisasu or be subsumed by the storm? In The Yai Sovereign of Storms you’ll find… A monstrous adventure set in Mists of Akuma, an eastern fantasy noir steampunk campaign setting for the latest edition of the world's most popular roleplaying game The secret monstrous city of Tsukisasu and a collection of its oni citizens 2 maps by cartographer Mike Myler: the hidden settlement of Tsukisasu as well as Yona’s Fortress The Mists of Akuma themselves and the new misted condition 2 new attributes to posit the unique aspects of the campaign setting in the minds of your players: Dignity and Haitoku The adeddo-oni template and 10 new monsters: adeddo-oni hunchlings, adeddo-oni samurai, adeddo-oni ninja, gaki, hebikontorra, monsuthant, tikbalang, Xiqzoxix the oni bengoshi, the Katana of Rizushi Kantaro, and the Yai Sovereign of Storms Obiemashita
Travellers are going missing on the Long Road, on the 100 mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet... Inspired by a Clark Ashton Smith story.
When a harsh winter turns uneasy neighbors into bitter rivals, or worse, Granny Grimsicle sees an opportunity to spread her unique brand of horror in Hrokstead. Short on food themselves and exhausted from their adventures, our heroes arrive in the frontier settlement to find that something is very wrong. Can they get to the bottom of the threat, and make it out alive? This title stands as a one-shot, but also plants seeds for the ongoing Hags of Hoarfrost anthology. It works great as a supplement to Icewind Dale: Rime of the Frostmaiden, or placed into your own homebrew setting, or run as a standalone adventure. This module includes a detailed battle map and a monster token for use on Virtual Tabletops, and player handouts presented as standalone images for easy distribution to your online players.
The Zhentarim ask the party to investigate what happened in one their most important underdark outposts. If the party accepts, they'll have to deal with maddening darkness, grimlocks, an insane kenku assassin and unpredictable mixtures of potions. A short, fun dungeon romp that is easily adapted to other settings and other patrons. The combination of utter darkness and a villain based on sound makes for fun shenanigans on the side of the DM. Feasible as a one shot for an efficient party. Two tendays ago, Zhentarim agents were to transport a shipment of rare potions between their Underdark outpost and the surface world. The shipment has yet to arrive, and the outpost is not responding to any sending spells. Growing worried, the outpost’s overseer sends a group of hireswords to investigate and return it to Zhentarim hands. This particular adventure deals with the delusions of madness of Fraz Urb'luu. It also features Muurmic, the mad kenku first described in the December 2015 issue of Dragon+.
Continue your duet campaign or add something new! Wake up in a druid colony and embark on a quest for trust and truth with plenty of political intrigue, hidden plots, and exciting combat along the way! Second Glance picks up where our first adventure, First Blush, left off and invites the PC to explore their world, test their growing abilities, and get to know their mysterious crystalline companion. However, this adventure can be inserted into any campaign setting and scaled accordingly. Second Glance is part of D&D Duet’s mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a second-level character in a one-on-one 5th edition D&D campaign. It lets the PC explore a druid grove and observe its mysterious residents before traveling to a too-perfect town with twisted secrets. They’ll take on a calculating magistrate, addled cleric, and dark forest creatures but find that other, more ancient mysteries lie in wait just beneath the surface. Everything you need for your own two-person game is inside! This product includes: -A 2nd or 3rd-level adventure adaptable to any setting -Stat blocks for FOUR new creatures and three NPCs -A region map, two settlement maps, and two site maps to aid the PC’s investigations -A fully realized town complete with shops, fleshed out NPCs, and places to explore -Side-quests for curious adventurers or those fond of gold and magical items -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -A custom magical item And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. It could also serve as a story hook, session zero, or multiclassing narrative for a PC who wants to become a druid. Published by D&D Duet.
For centuries, the dragon Storm has ‘peacefully’ lived off the eastern coast of the Klavek Kingdom, sinking or collecting any ship that ventured into her territory and eating sailors and sea-creatures alike. Now, however, she has moved inland and invited a host of problems, devastating trade and nearly blasting the city of Cherr’s Landing from the map. The PCs have to save the city, and re-open trade along the Klavek Kingdom’s eastern coast, or the mysterious forces gathering in the background will only gain more of an upper hand! Also included in “Storm’s Wake”: A new template for Titanic creatures, larger and more powerful than any of their kind A new type of dragon, the Swampscale, whose dragon eggs can be captured in this adventure and trained Two new magic items, the fleetmaster’s compass, and the spade of excavation A new deity, Perenna, the god of spring and vanity Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble
Last Gasp is an adventure set in a desert setting, exploring the cursed tomb of an ancient king of great magical power, a magical river, and includes both deadly combats and mysteries to confound tomb-robbers. Seek out the riches of a king, and may fortune favor you!
Decades ago, a wizard named Sylvene came to the Sword Coast from another plane of existence called Ravnica. While exploring Waterdeep and nearby lands, she met and fell in love with the father of her child. She built a refuge for them in a small demiplane of her own creation, but eventually she went home to Ravnica with her infant son and never returned. Now her grandson seeks to recover relics of her power by exploring Sylvene's history in the Realms—and he doesn't care who he hurts along the way. The consequences of his careless pillaging already ripple out to impact others. Episode 2 of the Magic: the Gathering set adventure: Adventures in the Forgotten Realms.