In the kingdom of Keystone, at the mouth of the Manyforks River, stands the port city of Barnacus. It was founded two hundred years ago, and its strategic military and commercial location has made it the second most important city in the kingdom. The city is under the rulership of Haermond II, Duke of the province of Elcadan, a half-elf of high esteem who has been in charge for more than a century. His outstanding commercial politics have made the city very prosperous; almost every trade company in this part of the continent has a counting house in the port of Barnacus. Because of this prosperity, the city has suffered many pirate raids, and thieving activity is a fact of life for residents and visitors alike.
After a drow girl goes missing, characters must delve into the depths of the Underdark to bring her back. As they journey through the dark, characters discover not all monsters are monstrous and webs are capable of restraining all manner of creatures; in fact, they can capture magic itself.
After beating back the forces of The Triad the party’s fame has spread. Jobs have come in droves but none seem to interest the group until a strange letter is delivered by a young courier. A historian named Nagel Littlestrom would like some bodyguards for a pending trip to a place called the Delo Ruins to the east. Certainly a few items can be located that would be of interest to the party…
This adventure was not meant to be a serious campaign addition but could with some tweaking. Instead, we present this as more of a seasonal classic based on a popular movie. The scenario is a solo PC attempting to locate a runaway during the holidays. With a gypsy, a runaway, and an old “abandoned” house what could possibly go wrong?
A millennium has passed since the Green Death swept across Hyperborea. In that bygone age of pestilence, a noble family fled the City-State of Khromarium. Far beyond the walls of the city, they entombed themselves in order to elude the inescapable plague. Their necromancer placed them in a deep slumber from which they never wakened. Also he summoned a mythical serpent to guard the vault, a beast reputed to shed gems for tears from eyeless sockets. Tales speak of this beast as the Sightless Serpent. Now, a knave of Khromarium claims to have witnessed the legendary beast. For a pittance he will lead your party to its trail in this swords and sorcery style adventure
The adventurer is hired by Dawson Beam (Human warrior 3 CR 1), the sheriff of the City of Verdant Reach, to investigate a gang of thugs that call themselves the “Rats of the Reach”.
This higher level adventure takes the group on a survey mission for the Merchant’s Guild. The party will be asked to go through Uvarno, home of the Horselords, and attempt to locate a suitable passage for a merchant caravan into The Melcore. The party’s previous dealings with one of the Horselords, as well as they proven abilities to resolve “problems” has made them a natural choice for the mission. Built as a hex crawl, this scenario will require the party to map the wilderness as well as clearing out any “hostiles”.
FOR PUBLIC POSTING: Last week, several laborers who were working to clean up the damage to our sewer caused by the recent earthquake had been found brutally murdered. Until further notice, citizens should stay clear of any sewer gratings, openings, or tunnels for their own safety. Do not allow children to play unattended in areas where such openings are known to exist. The governor is assembling a group of interested persons to investigate these murders. Each member of the investigation team will receive 500gp up front, with an additional 2000 GP to follow upon a thorough and satisfactory completion of the investigation, provided evidence that the matter has been dealt with is presented to the governor. If you desire to join this investigation, please apply at City Hall.
The Plains of Dorack are generally controlled by the evil mage Faltor the Demented who resides in his magically created fortress. The Onyx Spire rises in the middle of the Great Plains and the land around it has been cleared for miles so that its owner can keep an eye on his domain. He employs a large number of humanoids as well as humans, and rules out of fear and intimidation. While the powerful mage does not need it personally he finds that having so many minions allows him time for personal research. Those who have met the secretive mage know immediately they are in the presence of great evil.
Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter. Hired for their expertise, the adventurers have joined the pursuit. A Two-Hour Adventure for 1st-4th Level Characters Wretches is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017
You’ve arrived at the small community of Smentz (15 locations!) to regain strength after your last adventure. While speaking with the people of the small village you catch wind of some ruins across the river that may have a mine or cache of ore and ruins to investigate. Your group is not the first who has had interest in searching but those that have ventured east have not returned. Are you ready for a bit more adventure?
An ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key—so obscure that history does not remember its form or even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands.
In times ancient, an infamous paladin-artificer named Khaldun unearthed a cursed tome bound in the flesh of the first medusa. Driven to madness by its secrets, he used the necromantic magic contained within to call forth an army of dread warriors from the Netherworld. Though his assault was devastating, he was ultimately unsuccessful, and the mightiest crusaders of the realm banished Khaldun to the Netherworld, where he would rot for eternity at the bottom of the River Dis. Unfortunately, rather than perishing in that bleak plane, Khaldun escaped his silt grave and thrived, amassing a legion of undead followers and erecting a Tomb in which he could perfect his mechanical craft without interruption. It was not long before he shed his body and became a demilich. After several centuries of scheming, the undead warriors under the command of the ‘Iron Lich’ have burst free of the Netherworld, laying waste to not only the mortal kingdoms that exiled him, but also the exalted domains of the gods themselves. The crusaders’ quest is simple – stead the Tomb and destroy the Iron Lich.
Thane Tinewiner’s daughter has been kidnapped just before her betrothal and her love slain! Who will avenge this mockery? Can the girl be brought back alive? Is your PC brave enough to face this challenge alone? Surely a handsome reward will be at stake but more so the fame of saving a damsel in distress and the honor to go with it. Few clues are available and most of the Thane’s military are on the hunt for the woman so you’ll need a little bit of luck if you are to grab the honors and save the day.
The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails.
The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves? Part Three of Misty Fortunes and Absent Hearts.
From the magazine: "They never forgot the theft. They proved it, too." Yuan-ti are looking to reclaim a symbol of their leadership, and it's up to the players to stop them from harming a small desert town. The adventure starts with roleplay and investigation in the town, followed by a trek through the desert and a delve into the Yuan-ti lair. This is an adventure for 5-8 character of levels 6-10.
This tower is said to be as old as time itself. It is also said to be sentient, ready to challenge any group that passes through its doors to determine if they are worthy. While brute strength is enough for some floors, others require a bit more elegance and cleverness, so a diversity is as much a strength as anything else. The spiraling top of this tower looms high in the sky, waiting for the right group of adventurers to climb to the top and claim victory. This dungeons contains alternating floors of combat challenges and puzzle challenges, so if your players are fans of such challenged then this is the dungeon for you! Note: This dungeons uses lots of puzzles included in the book. The monsters will have to be adjusted according to the party's levels.
Daggerford is fairly quiet for a frontier town. Sure, lizard men raid the local baron's holding now and then, orcs sneak out of the Misty Forest to raid caravans on the Trade Way, and Lady Bronwyn has a few suitors who are a touch too passionate, but there's nothing going on that a member of the renowned Daggerford militia can't handle. Except that the Shining River has turned green, and cattle are dying. Except that the Elf King of Laughing Hollow, a place where no human dares go without fearing for his life, is asking the militia for help. Except that strange substances are oozing from the fissures caused by a recent earthquake. Except that the earthquake also has opened an entrance in the cliffs around the Laughing Hollow that might lead to the fabled dwarf mines of Illefarn. Suddenly, being a militiaman isn't quite as easy as it used to be. TSR 9212
The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.