Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.
The Cult of the Dragon has come to Phlan, a lawless refuge on the Moonsea. Now, with no significant authority to stop the cult, other power groups in the Realms--the Harpers, Order of the Gauntlet, Emerald Enclave, Lords' Alliance , and even the Zhentarim--must untite to stop the cult from fulfilling its dark purpose in the city. Join the fight by participating in any one of five different missions aimed at stopping the cult.
A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?
Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.
"A well-written adventure through a mansion filled with dark secrets." The party is recruited by an innkeeper to recover a flower from a nearby mansion. He is an alchemist and he is running short on his supply of the Midnight Violet. Town rumors warn the party to stay away. But, that's unlikely given that your heros are mighty and brave. While exploring the mansion, the adventurers will learn the story of the family that once lived there and what caused their demise. That is...if they live that long. Two new creatures and one new magic item are introduced in this adventure.
Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.
The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr, and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme. Almost as quickly as it rose to prominence it vanished, along with all of the dwarven miners, crafters, and untold riches. Some speculate that the mine ran dry, and the inhabitants abandoned it for a more plentiful location. Others believe that they probably fell victim to one of the many goblin tribes plaguing the area. The truth, however, is much more grave. Centuries later, the nearby town of Keen is beset upon by unlikely thieves, the local innkeeper charges a small band of unlikely allies to investigate the string of burglaries. What they uncover leads them to the long-lost dwarven mine. In the darkness, they will have to brave insidious traps, cunning monsters, and the dreaded new lord of Dhol Kuldhir.
People come from all over the Forgotten Realms to view the Light of Two Forks; a miraculous window into another plane. Among this crush of revelers are princes and paupers, sinners and saints, warriors and pacifists all looking to the sky in wonder. From the light comes a storm. After a massive explosion above showers the world with fire and death, a brave few must rise up as Heroes in order to save the people of Two Forks and, perhaps, all of the Forgotten Realms from the ravages of the Undead, a Mechanical menace and something far worse. This 5th Edition Dungeons & Dragons adventure is designed for 1st level characters, and is set in the Forgotten Realms.
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
A band of heroes is drawn to Icewind Dale following rumours of strange magic and terrible deeds. Auril, the cruel goddess of Winter, has been driven to desperate acts by the death of her daughter, Nalkara. As Auril pursues brutal blood rituals to resurrect her loved one, the quest begins when one of Auril’s oathsmen convinces her to enlist the characters in pursuing a less bloody solution.
"Few brave souls dare to visit the City of the Dead at night. Some might say that tales of nighttime horrors are for children, but the wise folk know better" Three members of the Jackals gang, a famous grave robbers, are found murdered in the City of the Dead cemetery in Waterdeep. Their wounds are horrible, and their jaws are completely destroyed. City Watch is looking for heroes who are willing to stand up for their city and investigate this murder which has a clear supernatural influence. This adventure can be used as a faction mission for Waterdeep: Dragon Heist as well as a standalone one-shot. Sins of the Past features: - Investigation of a mysterious murder, which leads to uncovering one of Waterdeep’s families dark secret - Old family mausoleum full of dangers and secrets - Famous Mirror of Life Trapping with enemies trapped inside, which adventurers should face - Encounters with various undead creatures like will-o-wisps, zombies, specters, and ghosts - Moral dilemma characters should solve and two possible outcomes
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.
The most deadly dungeon ever devised! High-level characters brave the unexplored corridors of Deepearth to confront perhaps the most feared adversary in the AD&D game. The second chapter of the Bloodstone Pass saga follows the conclusion of the desperate war against the bandit army. A cold and bitter winter drives the villagers to the edge of starvation, and numerous horrors strike the town of Bloodstone Pass. Join the adventure as the heroes explore the depths of the ancient bloostone mines, now inhabited by fearsome demons. There they hope to uncover the fantastic treasures rumored to exist in the unknown darkness. But deep within the mines, all is not what it seems.... This module uses the new rules from the Dungeoneer's Survival Guide and Wilderness Survival Guide. The adventure also includes optional BATTLESYSTEM scenarios fought entirely underground. These supplementary products are not required to play the adventure, however. TSR 9168
Protect the Future! At the height of Netheril's power, the fortress of Spellgard held many great secrets of the Empire of Magic. Now, only ruins remain... and one last guardian, the near-mythical Lady Saharel, whose prophetic visions draw the desperate and the doomed from across Faerun. But a dark presence in one of Spellgard's intact towers wants to control the power of prophecy for itself and remake the future in its own image.
Strange things are a-slither in Wolfhill House. The first adventure of The Mere of Dead Men Series! Into the Mere From the magazine: Edging along the eastern edge of the Mere is the High Road, a vital and well-traveled route linking Waterdeep to the northern town of Leilon and, north of that, the city of Luskan. Over the past several months, the trade toad between Waterdeep and Leilon has been plagued by monsters from the Mere of Dead Men. Caravans report brutal attacks by lizard men on catoblepas mounts, yuan-ti, gargantuan bullywugs and will o' wisps. Sir Justin Melenikus, a Waterdhavian knight and paladin of Helm, has grown weary of these attacks and offered his services to the city, offering to hire adventurers to deal with the problem. Pgs. 10-27
The Lamenting Lighthouse is a four-hour adventure for 5th-10th level characters, designed for Dungeons & Dragons 5th Edition, with a nautical theme, heavy undead and horror elements, and mysteries to solve! One lonely lighthouse shines the way through the rocks and shoals that deny entry to the northern Moonshae Isles. But when the party’s transport approaches, a horrific gale at their backs - no light is in sight... The party must venture ahead of their vessel in a race against the storm to the restore the beacon before their ship is lost. What has befallen the keepers, and what dark secret does the lighthouse hold? Will the heroes prevail, or will they join the lighthouse's lament? This adventure can easily be inserted into a run-through of Ghosts of Saltmarsh. This one-shot can also serve as a nautical interlude in any on-going campaign where the characters have to take to the sea. Included with this adventure are: + 6 original custom creatures, the dread wraith, the dread wight, the swarm of seagulls, the captain, the rating, and the sailor + 12 player hand-outs with notes that shed light on the mystery of the lamenting lighthouse, with a randomization mechanic that ensures a degree of replayability + 9 original fleshed out NPCs, including personality traits and roleplaying tips + 2 original magical artifacts + 7 hand-drawn maps of important locations + a story reward and 2 story hooks for continuing the adventure (depending on how the adventure resolves)
A chance encounter on the road leads to the beginning of a grand adventure. It is very much a first time adventure for new characters to dip their feet in. Can easily be adjusted to a bigger or smaller adventure. This is the first adventure in a miniseries with the following adventures being: A Mystic Circle An Urgent Rescue A Dark Veil Falls
Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets don’t come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.