Sometimes when wandering in the wilderness you just need to find a refuge. Welcome to Lord Morningstar’s Keep, a place of safety and security while in between adventures. The newly promoted Marquis Morningstar is a personable man who spent years on the trail fighting evil. His wilderness outpost suits his personality and his men love him for it. While not officially a “town”, this outpost can be utilized as a safe haven and a location where level training can be achieved.
She lay down her sword and wept; her tears are the water. She lay down her body and slept; her bones are the fountain. Atop the mountain, at the war’s end, a place for gods to wonder.
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. This adventure sees the characters allied with the Fraternity of Order in Sigil and sent to the gate town of Automata to solve a vicious spree of murders.
Beware All Who Enter These Benighted Halls of Stone. Within Lies No Solace Nor Any Comforts of Home. Toiling For Our Crimes We Must Dig Where We Dwell, With No Freedom or Mercy In Our Vast Stony Hell. Stonehell Dungeon is a classic-style megadungeon, filled with enough monsters, traps, weirdness, and treasure to keep you gaming for a long, long time. Explore over 700 rooms, encounter more than 40 new monsters, and discover 18 mysterious magical items -- and that's just in the first book! Stonehell Dungeon: Down Night-Haunted Halls details the first six levels of a megadungeon intended for use with the Labyrinth Lord™ role-playing game, but is easily adaptable to most early versions of the original fantasy role-playing game and its retro-clones. Featuring art by J.A. D'Andrea, Lee Barber, Marcelo Paschoalin, and Ralph Pasucci, Stonehell Dungeon gives the game master all the necessary information to run his players through the dungeon, while offering enormous opportunities to customize and expand on the site. The monsters of Stonehell Dungeon are waiting to meet you. Won't you come in? Published by Three-Headed Monster Games.
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.
A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?
The people of Feycircle believed the fairy ring for which their town was named protected them from the encroaching sands of the Western Wastes. When the ring withered, they learned they were right. Feycircle’s dewflecked pastures and verdant forests succumbed to the Wastes in an instant. Feycircle sank deep into the sands and was soon occupied by a tribe of fanatical dust goblins, a herd of dogmoles, and the giant worms that caused the blight. The PCs may explore the keep—the only structure remaining in the dusty sinkhole now called the "Pit of the Dust Goblins." Inside the keep is an entrenched gatekeeper who can divulge that two children remain in town, imprisoned by the goblins. The dust goblins have summoned and imprisoned a selang—a shadow fey—inside the blighted fairy circle. The goblins fear open combat and have laced the sunken keep with traps, and would sooner parley than fight.
Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken friendship with his old adventuring buddy. Recently, there are rumors that his friend’s old magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the dragon needs the help of skilled adventurers who can join him on his quest.
An emissary from the dwarven community of Hearth-Home approaches the player characters, beseeching them to aid the dwarves in finding a powerful mage who might bring disaster upon not only their mountain fortress, but all of the Thunder Rift! Escape from Thunder Rift adventure leads the heroes into a dark dungeon where they may discover a gate between the valley of Thunder Rift and the World of Mystara. Packaged with a DM screen. TSR 9437
Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.
The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.
When adventurers are in the same area its nice to have a base of operations. The Village of Tomore rests between adventures pertaining to two different campaigns in the Filbar region. The quaint village has a caravan stop and will allow PCs to come into contact with a wide variety of personages and rumors for exploration. This area can be utilized as a base of operations near the areas of the FN or F series campaigns or just as a rest stop for the party.
Urban Uprising and Oldschool Dungeon Crawling. A hobgoblin horde has subjugated the city for Freystand, searching for a relic of their god. Will the heroes save the town from the tyrannical hobgoblins? Will they discover the true purpose of the Bloodthrone of Maglubiyet? Work with the rebels of Freystand to sabotage the hobgoblin's by completing objectives in the city. Crawl the warrens to find and destroy the Bloodthrone of Maglubiyet. Discover the true purpose of the throne and cosmic horror that threatens the world. Designed like an old-school dungeon crawl but with modern sensibilites.
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?
The Githzerai and the Githyanki are constantly at war with one another, but now the Githzerai are looking for whatever help they can get to clear out one of their captured fortresses from their armor-wearing rivals. Perhaps you adopt a faerie dragon while inside or play some cards with a chaos loving Efreeti who drops by at just the right times.
A Pathfinder Roleplaying Game adventure for 1st-level characters, this volume of Pathfinder Adventure Path kicks off the highly anticipated Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 4th level by the end of this adventure. This volume also includes a gazetteer of Brevoy and extensive rules for exploring, taming, and holding wildlands in preparation for founding a new nation. The Pathfinder Bestiary section introduces five all-new monsters perfect for Kingmaker adventuring. James L. Sutter brings a lighter side to the Pathfinder Adventure Path with the first installment of a new fiction arc for the Pathfinder's Journal. The adventure begins with the PCs, each bearing a charter from the Lord Mayor of Restov granting license to explore and map the section of the Stolen Lands known as the Greenbelt, arriving at a small, remote trading post at the southern edge of rural Rostland. There, the PCs help defend the post from bandits before setting out to survey the wilderness.The rate at which the PCs explore the Greenbelt, and the paths they take, are up to them—many wonders and dangers await discovery, and as their explorations take them deeper into the Narlmarches and the Kamelands, the PCs begin to learn that the bandits in the region are far more organized than anyone thought—and find that they even have a leader, a mysterious figure called the “Stag Lord.” If allowed to continue building his army of bandits, the Stag Lord could well become a great danger to Rostland—that, and the reward on his head for his capture or death, should be all the new adventurers need to spur them onward.
This uniquely styled adventure involves players starting out with little information about the characters they will play. No characters are prepared in advance. This is a nonstandard method of play. Player characters only know their names, ability scores, race, and background. This adventure was created to give the feeling we got as kids just starting out with D&D. It will be great for new players and seasoned vets alike. Who is in charge? Who is torturing the players? Let the chaos begin…
Long rumored to be haunted by eerie specters, Kincep Mansion has stood for years, mostly untouched by nearby townsfolk. Now something is preying on the local villagers—something that comes from the house. Pgs. 46-69
a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark