A young black dragon and two hatchling dragons live in an excavated sandstone burrow in the swamp west of Knacker Knob. Connected to the dragon lair is a complex of sandstone tunnels and chambers inhabited by lizard men. Some sandstone tunnels and chambers are partially flooded, and others are filled with nasty things such as slimes, oozes and gelatinous cubes. The lizard men revere the dragons as magical spirit guardians. In small groups the lizard men are easily defeated, but if allowed to prepare a common defense, the lizard men tribe with its spellcasters may present serious threat to the player characters (PCs). Wild Dragon Den is the first dragon's lair to conquer. Part of TSR 1073 The Dragon's Den
It's a horrible time to have a curse! Each wielding a powerful item to a family legacy, your players are a group of young adventurers who barely survive an attack on their order of vampire-hunters by agents of Dracula. After escaping, they discover Dracula has placed a curse upon the land which makes restful sleep difficult outside of hallowed areas. Dracula, "alive" on another plane but dead on this one, must be resurrected so they can kill him, end the curse, and avenge their dead. To accomplish this goal, the player characters must journey through forest, marsh, hill, and underground paths to retrieve relics of Dracula's last life from keeps and fortresses overrun by monsters and the undead. If they can resurrect him, he will be weak and easy to kill... but the adventurers aren't the only ones who want Dracula on the Material Plane, and Dracula is not the only vampire in the world. Gameplay overview This adventure takes the players from 2nd through 9th or 10th level on a milestone basis as they choose where to travel in what order to retrieve what they need. Starting at a happy gathering at the Belmonte Order, which the characters are hereditary members of, the campaign kicks off with a bang as the group retrieves their chosen legacy items, salvages what other gear they can in a race against time and a growing number of foes, and then escapes to begin their quest. In addition to the six main "dungeons," there are two optional regional lairs, traveling vampires, and many foes along the way. Most of the towns in the area have managed to survive, providing points of light at which the party may stop, long rest safely, acquire supplies, and socialize. Travel is hazardous! 5e classes are balanced for resource management across a 5-8 encounter adventuring day. The campaign is designed to have a semi-variable flow of encounters as the party traels around the area. Encounters grow progressively more difficult as time passes and the party spends more time within a region. These are not random encounters rolled on a table, but encounters designed to be unique to each area's geography, combat terrain, and mix of foes. As the party spends more time in a region or revisits it, the encounter difficulty increases. Dracula's curse requires a Constitution saving throw to successfully long rest outside of Hallowed areas (towns). The difficulty scales up over time, forcing the party to balance speed and safety as they try to accomplish their goals without pushing beyond the limits of what they can handle. The game concept, general map layout, and some enemy distributions are loosely inspired by Castlevania II for the NES, one of the forerunners of the "Metroidvania" genre. Dracula's Curse is indeed a game in which the forests are dark and full of monsters, and every night is a horrible one to have a curse. Includes 15 Legacy items, from weapons like whips and swords to a shield, a belt, or a decanter of holy water 60+ enemy statblocks 8 unique dungeons with unique layouts & challenges 5 inhabited towns with multiple named NPCs 100+ travel encounters (expect to use 30-50%) The module is printer-friendly with no artwork and straightforward grid maps for location-based encounters which require one.
Deep within the Kraken's Maw, a brutal maelstrom of ocean that devours ships, lies the mysterious Isle of Jade. Long forgotten in the memory of men, the island has served as a bastion for an ancient sect of female Corsairs, but their power is waning, and the threat of the outside world is at their shores in the form of a necromancer from Roslof Keep. Now a party has set out from Taux seeking the necromancer. Their course will take them directly into a conflict of high magic, ancient warrior religions, marauding fern goblins, and primordial dinosaurs. Will you take up the challenges presented by the Isle of Jade? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
Disturbing shadows have grown long over the northern reaches of The Land of Song. The fierce people who once fished the chilly fjords and hunted in the evergreen peaks now huddle in their villages. An evil is abroad in the land. The heroes are charged by Jarl Yngvar with traveling to the Valley of the Sleeping Jarls, an old tomb in the hills where dead kings are laid to rest, to discover the source of the malevolence bearing down upon the land and with eradicating it. Who can say what evil lurks amid the towering peaks and shadowed fjords? For decades this malevolent being plotted his vengeance upon Hjalmar’s heirs, for the jarl had gone the way of all mortals. Taking for himself the name Mogens (“powerful”), this evil spirit, now a self-styled dark lord, gathered wicked cronies and servants to itself and came to the Valley of the Sleeping Jarls. There, he has spent nearly two decades corrupting and desecrating the sacred resting place, reshaping the hollowed tombs into a blasphemous temple to his infernal lord.
Beneath the moorlands of Thar, hidden from all for centuries, lies the Broken Halls of Goldahroud. It seems to have been inhabited until recently as the blood marks on the walls are only a few weeks old. What mysteries lie beyond the doorway from the Tomb of Kered? Fear of the markings have forced the SALT Consortium to turn again to hiring adventurers to face what horrors await them in the Broken Halls of Goldahroud.
A fallen clock tower holds components from an ancient artifact. Upon discovery of the components, competing agents look to launch expeditions to uncover additional components scattered across distant places—and times. The now-lost Temple of Moloch and the construction site of the legendary Tomb of Horrors are two of those locations. However great the risks, finding the components demands the effort, for whoever does so can reassemble the fabled Infernal Machine of Lum the Mad!
Tomb at the Dragon's Spine is a companion adventure made to go along with the events unfolding during the middle sections of Folio #14 (WS1 Isle of Jade). It contains the information needed to run a side adventure during the Isle of Jade. Many centuries ago, in an age forgotten, the last of the great sea dwarf masons died on the Isle of Jade after helping construct some of the final Corsair structures the world will ever see. Now, his tomb rests on the heights of the Dragon's Back, and evil has crept into the tomb. Only the brave few might now pass the threshold for the treasures that certainly lay within. While crossing the deadly 'Dragon's Spine' of the island's interior, the party encounters a darkness at the heights. Within the ancient stones the tomb of one of the last sea dwarf master masons rests. Has the corruption of the island reached the tomb? Only exploration will reveal the truth, and the treasure. This adventure is formatted to both 1E & 5E gaming rules.
WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.
Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64
From the magazine: "A rotting ship holds the secrets of all the universe, but its crew wants you only for the 'fuel' you carry." This scenario is useful for launching players into a Spelljammer campaign. The players are tasked with investigating a derelict ship that fell from the sky. The ship is captained by a spectre and crewed by a host of undead enemies. Clearing the ship gives the players the possibility of a Spelljammer ship as well as access to several wheel-lock pistols and ammunition (the biggest treasure from the adventure). The adventure takes place in the Forgotten Realms setting, though it may be easily altered to fit any other campaign world. Module LC1 Gateway to Ravens Bluff, The Living City, would be helpful, as the city of Ravens Bluff is suggested as the PCs' starting point for this adventure. Any other city can be substituted without difficulty. Pgs. 29-37
A group of dwarves in the Hulburg region are in need of help. Strange lights have been seen at night and a deadly terror has struck their mining camp. Venture into the ancient ruins and discover the source of this terror before it's too late.
An ancient cave, defended by ancient death traps and weird arcane seals conceals the antediluvian vault of an archlich whose reign predates recorded history. Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed... This module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict.
A relentless torrential storm has forced you to seek shelter at an abandoned caravan lodge with several others you met on the road, but the dangers outside may pale in comparison to the dangers within. Can you survive the night? A Tale of Mystery & Suspense for Tier 1 Characters. Optimized for APL 3. From the author of the Neverdusk Trilogy comes a brand new roleplaying & exploration rich adventure in the horror and mystery genre. This module is designed to be played using Theater of the Mind, and depending on the characters and their decisions, multiple endings are possible. It debuted at DDALSG Community Games Weekend 2020, a digital convention in Singapore. The v1.02 package includes: - Full color cover art by digital artist Koh Jia Wei (Firons Art). - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - A cheat sheet featuring Jason's personal notes on running CCC-RPSG-04 The Waystop and NPC reference sheets to help you flesh out the NPCs. - A fully colored NPC portrait & token pack created by popular webtoon creator Ho Wei Rong (Carillus of ExCo fame).
"At midnight everyone will die..." Azalin the lich lord is launching another diabolical plan. He has allied himself with the entity known as Death, and together they plan to raze the domain of Darkon. From the ashes of the once-mighty land will rise a new domain - Necropolis, the land of the dead! For the citizens of Darkon, death has been an everyday companion, and sometimes a yearned-for end to suffering. However, now the cold comfort of the grave is forever denied these good men and women as they find themselves walking the land after their breath has left them. Heroes have always considered the undead to be mere monsters, legions of mindless evil to be slain with no second thought. Now the heroes will learn the agony of actually being one of the living dead. They become monsters, and the entire world becomes their enemy. Death Triumphant: A 64-page adventure that puts the heroes in the middle of Lord Azalin's ultimate scheme to escape from Ravenloft. Death Triumphant can be played as a stand-alone adventure or as the final chapter in the Grim Harvest series. Part of TSR 1146 Requiem - The Grim Harvest
The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.
Halfling thief, Alton Lightheart, awakens to discover his shadow is gone! A child's doll kills its victims in a cruel and unexpected way. A sound-stealing sword is lost in a ruined volcanic temple. Among the witch’s valley mist, The Murk, sinister fey shadows terrorize the forest, demon spirits haunt old ruins, and undead howl from the volcanic shrine. Can the adventurer’s purge the vale of evil to gain its lost magic and riches? A three part adventure: 1. Alton’s Shadow: Delirious, bloodstained, alone. Halfing thief, Alton Lightheart, awakens to discover his shadow is gone! Will the adventurers help him to confront the unknown dread that awaits him? 2. The Vanishing at Rhu: Long Ago, the folk of Rhu made an agreement with a witch to save the thorp from destruction. She honored the agreement, but the folk broke their promise. One year later the village was razed. How? What wickedness lurks among the ruins of the fallen-tree village? 3. Stillness: A temple suffers a volcanic eruption. Believing it is the will of an angry god, all of its shaman are ritually slain. After years of disuse, the temple awakens as the zealots are reborn . . . as undead. Meanwhile, a magic sound-stealing sword is lost by explorers. Should an expedition seek the weapon and uncover the secrets of the lost shrine? Published by Wicked Cool Games
A Kiss to Build a Dream On is a 5e-compatible dream-delve for four level 7 characters. It plays for 3-4 hours. Queen Aisling, newly free of insomnia (see The Trouble with Dreams), has become an avid dreamer. A little too avid in the eyes of some. Under ducal questioning, her Majesty confessed there was something more going on; She’s fallen in love with a man she has seen in her dreams. The adventurers have been assembled to mount an expedition into the Realms of Slumber. With the aid of an uneasy Somnomancer, a magic spell, and an ice pick, a rift to the Realms of Slumber is opened! Warning: die in the Realms of Slumber and you’ll be damned to sleepwalk the rest of your life - a fate worse than death! The heroes are entrusted with an Interdimensional Valise. It functions as a Bag of Holding, except that it can also carry Dream Creatures into the real world. To appease the Queen, the adventurers must get the Man of Her Dreams into the Valise and then return with him to the Waking World. The adventurers will be rewarded with a Knighthood and an Estate in the Vinelands (10,000gp value) if they succeed.
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?
The legendary city of Freeport is a seedy port town where former pirates settle down to become "businessmen" while street gangs fight over the slave trade. In the deepest warrens of this already dangerous place, mad cultists worship unspeakable gods - and sometimes these sinister deeds bubble to the surface. There's a dark shadow over Freeport today, as yet another innocent child has gone missing. The trail leads to the old Cresh Manor, boarded up but not forgotten. The city needs heroes to find these missing children. But are the heroes brave enough to conquer the dark shadows of Freeport?
The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261