The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
"Den of the Rotten Kings" is a wererat lair suitable for four 3rd-level characters. This adventure can be completed in one session.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.
An ancient legend, a missing wife, and a broken heart that time won’t mend. Part 4 of the Evenflow Saga
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044
'Fierce' was written for the annual release of Fierce, a tasty Berliner Weisse, at Off Color Brewery in Chicago, Illinois. It's a one-shot intended for both beginner players and DM's, with the space for personal flair to be added or to be run as-is.
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044
Synopsis: Chalk Hill is a lonely village on the edge of the Downs. Nearby barrows contain remains of long-dead kings. As is the local custom, a pair of young newlyweds went to the ancient standing stones for the druids to bless their union. They never came back. The heroes must find and return the couple, who have been taken into the grave of Eorl Wulfstan. The undead Eorl saw the new-wife in a dream, and she is the spit of his long-lost beloved, so he had his servants bring her to him. They slew the young man, who rose as undead under the Eorl’s control. Can the heroes find the survivor and put the dead back to rest? A 4 to 6 hour adventure for 4 to 6 Tier 1 characters—optimized for 5 characters of 3rd level. This adventure came about thanks to the generosity and encouragement of Dyson Logos, cartographer of Waterdeep: Dragon Heist. In it you'll find maps never before seen in a Guild adventure! "Chalk Hill" is an Old School "out and down" dungeon crawl, where brave adventurers venture into the wilderness and pit themselves against horrors which would set a-quiver the flesh of honest folk. It's proof you can have an OSR experience using the 5e rules!
Lord Blackmoor's son has been kidnapped, and is being held in the crypts beneath an ancient fortress. Can our heroes rescue the boy before he is sacrificed in a diabolical ceremony? The party responds to a plea for assistance from Lord Blackmoor, whose son Willet has been kidnapped. Blackmoor desperately needs someone to mount a rescue mission. The party journeys along the old East Trail, facing bandits and dangerous obstacles before delving beneath the ruins of Firestone Keep, encountering fearsome enemies and ancient magic. Finally, the party must fight for their lives as the truth about Willet’s abduction is revealed.
No introductions are necessary for I know well who you are, my intrepid adventurer. A weary traveler indeed. Have a seat, my friend, before you enter the Graffenvold and traverse its byways. Have you come here to rest, to leave the muddy tracks and sharp edges of the world behind? Is that, it my fine fellow? Or have you come to beat down the Lords of this Land and submit them to your will? Which is it fellow, the easy or the hard road you are after? I fear you have gone beyond yourself, and here in Inzae your mistake may be your doom. For beyond yonder door is a fearful world clinging desperately to life. Its denizens struggle against a vast array of malignant forces that seek to drag them deeper into the pits of the Maelstrom. And even here, in this backwater called the Reintier, you will find no respite from this meaningless and overwhelming struggle. So take heed traveler, take heed as you enter the Graffenvold, it will do you well to remember that this is a deadly world and lest you take care, you will be engulfed in its dying spasms. Traveling south in the goblin kingdoms is always frought with danger. So many will go only so far as the Baron's outpost, The Vakhund, The Watchdog Tower, and reside there in safety while merchants and others fare their way down the road. But what happens when the Vakhund is attacked by goblins, orcs and bandits? A princess is kidnapped, and only a dangerous trip into the dark, infested goblin kingdoms will reveal the answer. A Castles & Crusades adventure intended for 4-8 characters of levels 1-2, Vakhund: Into the Unknown marks Part 1 in the thrilling Death on the Treklant Trilogy and introduces the grimly realistic World of Inzae. Those brave enough to enter her Maelstrom and become heroes shall linger long in the halls of valor and memory.
A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.
A Ravaged Land... Villains that really are larger than life... A time for heroes... A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant Clans! Contains the full text of three classic adventures by Gary Gygax: G1, Steading of the Hill Giant Chief; G2, The Glacial Rift of the Frost Giant Jarl; and G3, Hall of the Fire GIant King. Details Eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign. Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords. TSR 11413
Goblins of the Malauth tribe have occupied a dwarven crypt in the Nether Mountains. When a dwarf from the hamlet of Hilltop goes missing, his brother enlists adventurers in Rauvin Vale to head up to the tomb and discover what happened to him. An introductory adventure for 1st level characters.
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
Buried in fire, but hardly dead. Only the Keep survived the destruction of Koralgesh, but few adventurers will survive the terrors that now stalk the lost Keep's halls. Players hear rumours of the Keep at Koralgesh and then traverse it to acquire the treasure within. Pgs. 45-64
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
Riverton is in Peril! Chaos has reared its ugly head in the troubled town of Riverton! You and some new friends have left home to seek your fame and fortune. Brace yourselves, opportunity is about to hit you right between the eyes! The time has come to show you were made for better things than scratching out an existence on some hardscrabble farm, or slaving away in the hold of some perfumed and effete Peer of the Realm. Grab your sword, don your armor, ready your magic wand; adventure awaits!
The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205