Introductory module for the Hollow World setting. First Adventure in the Blood Brethren Trilogy. Into the Depths! Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it, a rescue mission into the Broken Lands turns much stranger. Much more Serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan. Fly to the core of the world and enter the Smoking Mirror, before the monstrous Prince Kano enacts his devastating scheme - a scheme called: NIGHTWAIL! Nightwail is the first adventure for the D&D Hollow World Campaign Set. (The Hollow World boxed set is required to play.) This 64-page adventure fits easily into your existing campaign, either as a stand-alone adventure or as part of the continent-spanning Blood Brethren trilogy. These three linked modules can be played in any order - but the adventure starts here! Easily adaptable to the AD&D game! TSR 9303
Player characters attacking the lair of monsters that have been menacing the local village is a common D&D trope. This adventure turns the trope on its head. In Goblin Defense, the players create goblin PCs, and have to fight off repeated attacks by adventurers who are stronger and better equipped than they are. Starting at level 1 and running until level 7, this module encompasses 16 battles against unique and typically themed groups of adventurers built using player character classes and rules. The module is designed for 3 players, each of whom takes on an individual role within the tribe, granting unique bonuses or options for actions outside of combat. Goblin Defense can also be played with 4 players, but is not recommended for 5 or more players without substantial revision. The players aren't alone. Each commands a squad of goblin minions who can help in combat... but goblins are fragile, and adventurers hit hard. Life as a goblin is often brief and violent. Many will die, but as long as some survive, the tribe will carry on. A simple ruleset is provided for managing actions during the downtime between each attack. During this time, players can work to train their minions to use better gear, hunt for food for their tribe, recruit replacement warriors, brew potions, and - most importantly - improve their lair and its defenses by adding walls, traps, tunnels, doors, alarms, and anything else their creative minds can come up with. As the exact layout and placement of defensive features is critical, this is designed to be played on a grid. A PDF is included with the map scaled to print on 24"x36" (Arch D) size paper, available at most print shops. DMs may enjoy the chance to briefly try out many different character class and subclass combinations as they attack and eventually fall to the goblin pests they're trying to eliminate. Page count: Information for the DM only 6 Information for the players 4 Adventurer statblocks 37
If love overcomes evil, remember to get rid of the imp! It took only the love of one good woman - and the hatred of one evil familiar. After leading a life a villainy, the wizard Elzid Natholin gradually left his wicked ways, transformed by the true love of a young maiden. His imp familiar was not pleased with this benign transformation and tricked his master into detonating himself and his tower. The players will investigate the tower to determine the nature of the explosion. The imp still guards the treasure in the dungeon, and is waiting for a legion of infernal soldiers to come claim the treasure for their devil lords. Pgs. 20-28
Adventure Lies Ahead, Deep in the Heart of the Dymrak Forest Are you ready to meet the Lord Forester's challenge: to put an end to needless death and destruction by doing away with the goblin war chieftain, Kosivikh, and his evil band of raiders? Eager to prove yourselves as new adventurers and to collect a sizable bounty, you travel to the goblins' dungeon in the Dymrak Forest - a place that has captivated your interest for years, a place where few have dared to venture. Only you and your fellow adventurers can put an end to the rampant bloodshed and return peace to the territory. This module is recommended especially for beginner Dungeon Masters and players who are interested in dungeon exploration. Can be used as a follow-up to the DDA3, Eye of Traldar module or it can stand alone Features easy-to-follow rules on dungeon adventuring in the heart of the Dymrak Forest. TSR 9272
Desperately needed supplies have failed to arrive at the suffering frontier settlement of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll of Stonebottom bridge. The townsfolk are in desperate need of heroes to reclaim their supplies or the town won't survive the encroaching winter! A 2-4 hour adventure for four to six players of 1st or 2nd level characters
"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063
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
What's happened to the Pearl Tower -- an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?
Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.
The PCs begin in the port city of Luskan, where they're hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumors of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, nor can all smiling faces be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?
High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110
A Four to Six Hour Adventure for 11th-16th Level Characters in Dungeons and Dragons 5E The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall. To save the town, adventurers must ascend the mountain by climbing through the caves housing the dragon’s minions and face him in his lair – and they need to do so before the sun sets. This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently. This adventure draws some inspiration from Tucker's kobolds. As an added bonus, this adventure is available completely for free.
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
To a wizard, knowledge is power, and the wizard Lirdrium Arkayz wants to know the mysterious secret of The Rock. Many have tried to discover it - but The Rock keeps its secret well. The wizard offers a rich reward to anyone bold enough to solve this dark mystery. But the road to The Rock leads to danger and hidden peril - dangers that have claimed the lives of many brave adventurers. Rashness and folly will lead to quick death, but riches await the clever and brave. Have you the wits, courage and skill to survive the Journey to The rock? TSR 9106
This dungeon is a tower inhabited by a goblin tribe, who is performing a ritual to gain the aid of their god. This adventure is perfect for any adventuring group. It pushes adventurers to be more thoughtful about their decisions, especially before and during combat. It is perfect for a one-shot but is meant for a starting dungeon for the players to go from level 1 to level 2.
A black dragon’s treasure hoard has been located in the Twilight Marsh, and within it are secrets that hold interest to the factions. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair!
Bugbear Fight Pit is a mini-adventure with a single main encounter that follow the Bugbear Jeeshank tricking the players into a trap with the challenge of single combat to stop his activities. If the players fall for it, they will be faced with a large number of ranged attacks, and additional clever tactics and use of the terrain. Pgs. 15-17
Task for the Tyrants is an intrigue and exploration adventure for a party of 6th level characters. It takes place in the city of Sharn (Eberron), but can be easily adapted to fit any large city in the Eberron setting. A simple reclamation job sends the characters racing across Sharn, from its steam-ridden depths to the operatic splendour of its tallest spires. The characters soon find themselves caught in the midst of a power struggle between the Tyrants, a rogue changeling revolutionary, and the nefarious forces plotting to cast Khorvaire into eternal night: the Dreaming Dark. Will the party reclaim and return the Tyrants’ package, or will they keep it for themselves? In this adventure, you will find: - 22 pages of high-stakes content - 7 to 8 hours of gameplay - A heist on a warehouse filled with goblins and volatile magic - Intriguing side-events to flesh out Sharn - A deal with the Spider, which might cost the players more than just gold…
Uncover a world of adventure and claim your fortune in Pathfinder Online: Thornkeep! This detailed sourcebook contains everything a GM needs to run adventures in and around the dastardly town of Thornkeep, as well as several deadly dungeon levels and a sneak peek at the upcoming massively multiplayer online game Pathfinder Online.
The adventurer awakens buried in a coffin only to be inadvertently rescued by a goblin grave-robber. With no recollection of how they came to be buried alive, the adventurer is thrust into an encounter with the goblin and his party who have stolen a precious heirloom off their unconscious body. Before starting this adventure the GM and player should discuss what heirloom item the adventurer possesses. Though having immense sentimental value, the heirloom shouldn’t be magical, and it should be of minor monetary value. It should be a worn item that can easily be removed such as a ring, bracer or necklace.