An exiled cultist and his kobold minions are spotted searching for long-forgotten ruins in the Dragonspire Mountains. Rumors say he looks for a precious gift to give a fearsome dragon that dwells there. What he hopes to attain with his gift is unknown, but can't be good for the citizens of Phlan.
Abominable Adventures - An Encounter Guidebook In The Frozen Tundra is a collection of 12 unique Tier 1 side stories filled with danger, horror, & mystery for Dungeons & Dragons 5th Edition. It can be easily integrated into your adventures set in the frozen lands of the North or during any Icewind Dale: Rime of the Frostmaiden campaign. Featuring ❄12 unique pre-adjusted Tier 1 encounters ❄38 pages filled with amazing artworks by artists from all around the World ❄A handy and image-free print-friendly version ❄Coloured battle maps that can be printed or used in your VTT platforms ❄New frightening creatures!
The lands that lie west, across the great sea, are uncharted. The West March Company has spent a fortune on an expedition to loot and tame it. You are part of that expedition. You are the desperate, the outcast, the destitute. This new world is weird and dangerous. Rumours abound of a city of tombs. A cursed dwarven fortress in the mountain. Mist-covered swamps that howl in the night. Pass that treasure map around the table. Drink deeply from your cups and imagine what awaits in the wilderness: gold, glory, death. Inside West Marches Company: A Grim Promise you'll find: Twelve new monsters to surprise and terrify your players. A cult of worms, a city of tombs, centaur khans and a twenty-page dwarven fortress dungeon crawl with over forty rooms. Loaded with art, evocative descriptions, weird NPC's and 2 new magic items. High resolution maps of both dungeons: Kazad Mor The Cursed Dwarfhome and Tunnels Beneath Fort Bramble This module can be run as a standalone adventure or as a west marches style game.
It's just a bad dream-a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful slumber, but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped in this region of psychological fear, heroes face their worst nightmares in strange surrealistic terrain. If they escape the treacherous clutches of dark slumber, they'll be safe-at last until the nest time sleep overtakes them... This box set Campaign Expansion contains 4 adventures: Dreams Within Dreams: https://www.adventurelookup.com/adventures/dreams-within-dreams Dark Harvest: https://www.adventurelookup.com/adventures/dark-harvest The Loathsome Deep: https://www.adventurelookup.com/adventures/the-loathsome-deep The Rose of Midnight: https://www.adventurelookup.com/adventures/the-rose-of-midnight TSR 1124
A secret ruin has been discovered beneath the king's palace and the adventurers must seek out a missing wizard who went exploring. The royal palace was built on the remains of a keep that was abandoned many years ago. Recent renovations have uncovered a secret passage that leads deep beneath the castle, and the court wizard Dorja went down to investigate... he hasn't been seen since. What no one knows is that the ruins beneath the castle are actually a temple to a dark god. Inside, undead husks roam that once worshipped there before they were sealed in long ago. The high priest of the temple, wishing to elongate his life, made a pact with a dark god and became a vampire. Now he waits on his throne for the day when he'll be freed from his self-imposed prison.
In “Rescue at Rivenroar,” the player characters must brave the depths of ancient catacombs in search of prisoners taken from the town of Brindol in a midnight raid. The hobgoblins, bandits that style themselves after an invading horde from long ago, have taken refuge in a dungeon under a ruined mountain fortress, and the PCs must clear them out to find the captive townsfolk and the treasures taken from Brindol. “Rescue at Rivenroar” also marks the first step in a great journey - the Scales of War Adventure Path, which spans 30 levels and put the PCs at the crux of events that shapes the world for centuries to come. While the scope of this adventure isn’t as grand, it represents the seed from which an epic tale will surely grow. Pgs. 4-45
At just 8 pages, with lots of illustrations, this adventure is much shorter than most TSR-published modules of the era (mid-90s). It is a very simple D&D adventure. It features a macguffin quest that immediately pushes the players into a dungeon crawl through the five-and-a-half-page "Dungeon of the Mad Warlock". The idol of old, The Jade Hare, as been taken from the Dar el-Tamyya, stolen by Goblins, who strangely enough killed no one. Abdullah, the old man who cared for the statuette remembered that about a month ago a stranger has asked if he might purchase the Jade Hare. Though he offered much gold, Abdullah of course refused the offer. Whom Abdullah describes the other villagers recognize as Abu-Ghabar, the mad warlock who lives in the hills. He is rumored to have built a dungeon there. Who knows what strange purposes the mad warlock has for the Jade Hare? In any case, the precious statuette's theft is an intolerable strain on the honor of the village and all the tribe therein. A party must be assembled to confront the warlock. This party may consist of none other than yourselves. Won't you save Dar el-Tamyya's ancient honor, and thwart whatever sinister plans the warlock has? TSR 9259
Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081
A town in Falkovnia finds itself stuck in a time loop that repeats the final hour before it is overtaken by a legion of undead. Only the PCs and a mysterious crone are able to remember the events of each cycle. The heroes must find a way to prevent the destruction of the town and stop the cycle of death!
As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
To Find the Immortals! The all-powerful Immortals have vanished! The quest to locate them has led across the Atlass Ocean and the land of Shahjapur, where moguls hunt tigers, un-touchables respectfully avoid higher castes, and holy fakirs perch immobile for years on end. In this land of shrines and elephants and shapeshifting assassins, resolution may lie at the end of the mysterious "Emerald River." But no one knows the location of this river and no map shows its bed. Does the answer lie within the Temple of Eight Sweet Winds? Hopefully so, for time grows short. The Immortals themselves must be found and enlisted - to stave off the approaching cataclysm called: NIGHTSTORM! Nightstorm is the third adventure for the D&D Hollow World Campaign Set. The Hollow World boxed set is required to play. This 65-page adventure fits easily into your existing campaign, either as a stand-alone adventure or part of the history-spanning Blood Brethren trilogy. These three lined modules can be played in any order - but the adventure ends here! This adventure is designed for four to six characters of levels 8 to 10. Easily Adaptable to the AD&D Game! TSR 9311
The denizens of the Old City have made some unusual sightings in the festering refuse pits on the outskirts of the city, and while such reports are seldom taken terribly seriously, the mysterious disappearance of a beloved figure in the poor part of Port Nyanzaru has folks on edge. Can you get to the bottom of this? Part One of The Rot from Within Trilogy.
A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.
Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?
This adventure focuses on a Zhentarim attempt to spread terror in Mistledale, although it is suitable for almost any lightly settled area northwest of the Sea of Fallen Stars. "The Raiders of Galath's Roost" is suitable for four 1st-level characters, but PCs should be at least 2nd level before tackling the adventure's second half, the Zhentarim Citadel. Even in the first half of the adventure, many of the encounters are quite formidable for 1st-level characters, and the PCs might find it necessary to withdraw and recover one or more times before completely exploring the ruins.
"The broken outline of Cear Ferros emerged on the horizon. Its ancient walls stand silent and looming as you approach them, casting long and eerie shadows across the land." An adventure through a cursed castle crawling with undead in search of missing merchants. For Shadowdark Published as part of the Shots in the Dark collection.
Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124
Do you want your players to feel like they are in a zombie movie, struggling against a deadly horde that tries to surround them, overpower them, and bear them down to the ground to be devoured? This is an adventure that can threaten even the stoutest of characters, and is not recommended for parties of levels 12 or below unless they are larger than normal. This module is designed to take 4-8 hours of play and cover a single day, depending on the party’s speed of play and how thoroughly they decide to explore. It includes suggestions and some plot hooks that can be used to tie this easily into a variety of long-running campaigns, or it can be run as an indepdent adventure. The players will come upon a sacked town, figure out what happened, track an item whose theft has ominious implications for the region, and explore a partly-flooded old temple to end the threat. It's primarily combat-focused, but there are a few areas where exploration and route choice makes a difference, as well as traps if the party goes for the optional temple treasury. The antagonists in this module are mostly ghasts and ghouls, but the module title and cover page are deliberately selected to not spoil this. These are greater ghouls and ghasts that can challenge higher-level characters, backed up by mobs of lesser ghouls that can surround, paralyze, and devour the weak and unlucky, led by a Warlord whose aura can drive even the stout-hearted into forgetting their plans in a moment of madness.
The King is dead! And the queen is in trouble. She has chosen you to find the fabled heartstone, which is buried somewhere deep in the Mountains of Ice. Is the gem I the hands of the corrupt Master Thief? Has he harnessed its powers for his own vile purposes? Or does it lie unguarded in the frozen ranges to the north, which teem with horrible creatures? This is your kind of quest! Quest for the Heartstone is a combined wilderness/dungeon adventure designed to be compatible with the Advanced Dungeons & Dragons Action Toys from LJN Toys, Ltd. and the Advanced Dungeons & Dragons Fantasy Adventure Figures from TSR, Inc. The adventure also includes complete maps, new monsters and players' illustrations. Will the heartstone be the key to peace in the kingdom? By her majesty's request... it's up to you to find out! TSR 9114
Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3–5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.