Kavalar Coppernight, a dwarf prospector, led a couple of dozen volunteers in a quest for rich veins of ore. Several months ago, they began underground mining operations, as well as a surface excavation for a small keep. Hearing of this development, the mayor of the nearest town sent two veteran militia members to investigate. They should have returned two days ago, and the mayor is growing anxious. The PCs are asked by the mayor to find out what happened to the two militia members. Pgs. 12-17
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.
Gazing down from the pinnacle of Hardway Mountain, who would not be drawn by the far-off glint of the Serpent's Eye? The descent will be hard, the mountains know neither mercy nor compassion. Many are the lessons to be learned, but fate has left you little choice - are you equal to the challenge? "Eye of the Serpent" is a one-on-one wilderness adventure module for one player and one Dungeon Master, and has been designed to develop the specialist skills of a 1st-level druid, ranger, or monk character. It can also be used for a normal party of four to six 1st-level player characters. The perils of Hardway Mountain are unchanging, but the routes between them are not. This module includes a unique route planning system with different of routes linking the encounters to challenge the abilities of druids, rangers, or monks. TSR 9125
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.
Somewhere ogre the rainbow.... You and your fellow humanoids are going to be diplomats! Can you say "disaster?" I knew you could. This module is made for humanoid monster PCs created with GAZ10 (The Orcs of Thar Gazetteer). That module is required to play through this adventure. The players start in the village of Flooshpragh, which acts as the horde center for the Rude Mongrel tribe of goblinoid races. Unknown to the players, the tribe has grown unmanagebly large, and the chief has marked the players as expendable individuals! Many subtle clues exist throughout the module to clue the players into this betrayal. The adventure proceeds through a town with roleplaying opportunities, a tower dungeon, and finishes by the players unknowingly pranking a human wizard. Pgs. 50-64
Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.
Hundreds of years ago, the elves and goblinkin fought for control of known space in the Unhuman War. The elves emerged victorious and the goblinkin were driven out to lick their wounds an plot revenge for another day. That day has come. After centuries of plotting and building, a new race of advanced orcs known as the scro have rallied the goblins, hobgoblins, and kobolds. It is only a matter of time before they infiltrate known space to wreak destruction on the inhabited planets. The elves are looking for a few good adventurers to infiltrate a scro base and steal any information valuable to the war effort. Your PCs are offered the chance to become heroes?or die trying. Goblin's Return is a 64-page adventure set in the second Unhuman War. The first of a two-part module series, it can later be linked with Heart of the Enemy or it can be played as a stand-alone adventure. TSR 9347
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
The Pathfinder Beginner Box contains everything you need to learn how to play the Pathfinder roleplaying game, including rules to create your own fantasy hero and tools to make your own amazing stories. Heroes' Handbook This 72-page softcover gets you started as a player with a solo adventure, followed by steps to create your own character. As your hero grows you can level them up through 3rd level! Game Master's Handbook This 88-page softcover opens with an adventure to teach you the rules you need as you go. There are also tools for creating your own adventures and plenty of monsters for the heroes to overcome! Accessories The box also includes everything you need to get playing right away: a full set of color-coded polyhedral dice, four pregenerated character sheets, six blank character sheets, four sets of action tokens, rules reference cards to plan and track a character’s turn, a laminated, two-sided Flip-Mat, and over 100 sturdy cardboard pawns with plastic bases to represent your heroes, friends, and foes. All you need to bring is a pencil, a thirst for adventure, and your imagination!
It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284
The ruined manor now known as Kobold Hall was once a minor lord's proud holding, a walled keep overlooking the old King's Road. That was years ago, and the lord's name and glories he earned are long forgotten. Today, the place is called Kobold Hall after the malicious humanoids that invest the place. Pgs. 210-219
For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.
Rare portals between the planes sometimes appear in the Caslan Woods. Recently though, these mythical woods have slowly moldered into swampland. As if that wasn’t grim enough, bands of ogres and kobolds raid nearby settlement without fear of reprisal. Your adventuring party traverses the Caslan Woods, hoping to find the source to these strange occurrences. What lies at the heart of the swamp, however, is anything but expected.
Characters track the kidnapped Evanna to a goblin outpost with a dungeon underneath. They must successfully infiltrate the stronghold to rescue her and get out, before the goblins can mount a counter offensive against them.
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
"Can you solve the Labyrinth within 13 hours and get back what was stolen from you?" A 4-Hour Adventure for Tier 1 characters optimized for APL 3 taking place in the Feywild Domain of Delight, Labyrinth, where everything seems possible and nothing is what it seems. This adventure takes place when the characters have been abruptly teleported into the Feywild Domain of Delight, Labyrinth. The Kobold King has given the characters thirteen hours to solve the labyrinth, or they will lose what he stole from them forever. "It's only forever, not long at all..." Pillars of Play: Skill challenges and exploration. Minimal/optional combat. Content warning: Non-consensual theft Adventure Inspiration: Jim Henson's Labyrinth (1986)
Moonless Night is an adventure module composed of short adventures which are compatible with both the first and second editions of the Advanced Dungeons and Dragons game.
Are your player's going fishing in the Underdark? Booked a ride with the Kua Toa Travel Agency? Taking a cruise on the Darklake? Well then Journey Through the Center of the Underdark 2 - The Darklake Strikes Back is just what the Leemooggoogon ordered! Like the first Journey, The Darklake Strikes Back contains several encounters designed with Out of the Abyss traveling days in mind, but easily inserted into any 5th Edition Dungeons & Dragons Underdark setting. Unlike the first Journey, The Darklake Strikes Back has a mid sized three level dynamically defended dungeon, complete with a dragon at the bottom! This complex is right at home on the Darklake but could also readily be inserted into your Tyranny of Dragons campaign as well. Written for a party of characters levels 4-6 with notes included for adjusting encounter difficulties for lower or higher level groups Journey Through the Center of the Underdark 2 - The Darklake Strikes Back should provide 6-10 hours of gameplay excitement!
A chance encounter on the road leads to the beginning of a grand adventure. It is very much a first time adventure for new characters to dip their feet in. Can easily be adjusted to a bigger or smaller adventure. This is the first adventure in a miniseries with the following adventures being: A Mystic Circle An Urgent Rescue A Dark Veil Falls
A Kobold Christmas is a festive one-shot perfect for an adventuring group looking for a little bit of chaotic fun this holiday season. Set in the town of Finnick, play as a group of kobolds working their way out of the sewers and into the home of Sanderklauzen the Red in the pursuit of riches and revenge. Perfect for seasoned (pun intended) and new DM's alike, A Kobold Christmas is a level 3 stand alone adventure, suited for a group of 3 - 5 adventurers if you have 4 to 6 hours to play.