Stagwick’s long-standing peace with giant-kind is threatened as a patrol of Blood Riders spark a feud with a local tribe of giants. With word of strange activity coming from the Ice Spires, Good King Hartwick can’t be too careful. Can you quench the giants’ thirst for revenge?
Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110
The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. Pgs. 16-34
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.
Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?
The lost Bloodtower has returned, arising from its earthen grave to stand as a mute sentinel over the fog-shrouded moorland. In the weeks since it's return, local travelers have spoken of new undead roaming the countryside. Pgs. 80-87
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…
Trouble festers in the old sewers beneath the fishing village of Sandwall. A bandit king extends his slimy grasp, mutated goblins prowl the winding tunnels, and aquatic abominations lurk within the polluted waterways. It’ll take a particularly foolhardy band of adventurers to deal with these labyrinthine sewers ... are you up to the task? Published by Absolute Tabletop
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. How much evil should be done for the greater good? How many sinful men should die to save a pure soul?
The pearl divers of Shoalbury are in trouble. A band of birdlike kenku and ogres have been ambushing and plundering outgoing shipments of pearls, and the villagers are growing desperate. And why are the bandits stealing eyes from the bodies of their victims? A single guard survived the most recent ambush with one eye intact, and his testimony may just be enough to lead a brave band of adventurers to the bandit lair, and to the sinister cult they serve.
The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.
The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
Ever feel like you just want to snatch all the blankets and pillows you can find and hide in your own warm little nest? Goblin Heist is a chaotic Tier 1 adventure where 1-6 players take control of goblin characters on a mission to steal as many cozy things as they can from the sleepy winter village of Little Humbleton. But be wary... the town has hired an adventurer to stop you! Can you and your goblin gang survive the cold, sneak into houses, steal the cozies, and escape before daybreak all without being caught? Goblin Heist is highly replayable, and features: - A choice of four adventurers protecting the town, each adding their own difficulty and flavour to the game - Variable weather conditions - Pursuit mechanics - Randomly generated challenges - Cozies - Stuffing sweets in your face
"Taking an iron grip on his nerves, he strode confidently into the dark portal, naked steel in hand, and vanished within." (The Castle of Terror) Conan of Cimmeria Thoth-Amon, the greatest living sorcerer of the Hyborian Age, threatens the peace of Aquilonia. His tragic mistake is that he threatens Conan also, for Conan is now King of this mighty land. Conan and his companions, Pelias, Prospero, and Nzinga journey across the plains of Shem and Stygia to test their will and power against this wicked sorcerer. Battle with them to conquer the evil forces that endanger their land! TSR 9124
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs have just learned that Dephyl is alive and well and ordering blocks of granite. Meanwhile, Zhanna and Dephyl are on the third floor. If the PCs encountered the animated staircases on the first floor, the shriekers on the second floor, or triggered the trap outside Dephyl's study, the couple knows someone unwelcome is downstairs and moving up. They begin to prepare for their arrival.
A level 3 temple incursion adventure by Brad Kerr. In a golden temple of healing on a sundrenched island, blissful amnesiac patients are held prisoner by monstrous caretakers. Intruding PCs will need their wits and their swords to unravel the temple’s secrets, snatch its treasures, and escape. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"