For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?
The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.
The small town of Welwyn has been beset by a string of robberies. The heroes are led to the natural cave system located at the bottom of the town well, which they must explore to find the burglars. But once they’re in the cave system, things get much more difficult! The “burglars” turn out to be mere pawns in a much darker game. To get to the source of the crimes, the heroes must shrink themselves with potions of improved reduce person and explore a series of dangerous rat warrens where their prey is larger than they are!
When you read the posting for this job, you knew what you were getting yourself into. "Lady of means requires the assistance of a stalwart group of adventurers willing to undertake a mission of the utmost importance. Discretion is required." Words like that never mean that the woman in question is looking for someone to weed her Garden - unless, of course, it's full of man-eating plants. Those are the kinds of words you only post if you are really in a bind. If it's a matter of life and death. If you're desperate for help and willing to pay for it through the nose. It just so happens that you've made yourself quite a reputation lending just that kind of aid to people in just that kind of need. And the money hasn't hurt you any either. So when Lady Elena Zadrian tells you that her father - the near legendary alchemist Sir Timoth Zadrian - has gone missing, well, you're not all that surprised. Lady Elena looks upon you once again, brushing the long blonde hair from her bright blue, tears soaked eyes. "My father lives outside of a village only four days ride from here, a sleepy, little place called Cuthder," she says. "He comes to see me every 4 months. He's a forgetful, old man, but I could set my clock by his visits." She chokes back a sob. "It's been eight months since I last saw him. I fear something has gone horribly awry. Either brigands have robbed his tiny castle, or one of his experiments may have left him dead - or worse." The lady stares you straight in the eye, and you can almost taste her desperation." My father is a good man, wise and Noble, but if word of this disappearance were to get out, it would hurl my household into a shambles. I need you to travel to his castle and learn for me what has happened to him, quickly and quietly." "Please," she begs of you, her Ruby painted lower lip beginning to quiver. "I need your help. And I'm willing to pay - handsomely." She has your attention.
Few are the wizards that seek to prolong their lives with dark rituals and foul magic to become the powerful undead beings called liches. But far fewer are those that seek to undo what necromancy what done and take back their lives after initiation to lichdom. Balipur is one of those few. Turned to a vassalich by the darklord Azalin against his will for impersonating him, Balipur, after Azalin's departure at the destruction of Il Aluk, seeks to imitate his former master's Grim Harvest project, inverted, in a smaller scale to forge a soul from the lives of other men.
Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.
A wizard's hideous transformation spells trouble for the kingdom of Nyrond. A D&D adventure for 5th-level PCs but adaptable for levels 2-8.
Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple fail safes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard’s Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world’s greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.
Trouble Cubed is a is a pseudo-adventure with three interesting gelatinous cube encounters. These three encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL5 to 7. The encounters vary the cube's encounter situation significantly, and the tactics needed to deal with them, such as by trapping a character with a portcullis between a cube and a pit trap, placing a cube half down a pit trap, and having the cube accidentally ingest a beneficial potion (such as spider climb). Pgs. 29-30
"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games
An ancient secret is discovered in an overrun border town, long ago forgotten by the elves of the east. It is a magical key—so obscure that history does not remember its form or even what it unlocks. But an unseen evil searches tirelessly, even as the lost knowledge finds its way into the most unlikely hands. The adventure contained within these pages will take a group of heroes from city to ruins, from wasteland to dungeon, and from despair to hope. It presents new creatures, spells and magic items. Published by Sovereign Press.
A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the story thus far, the PCs have been tasked by Duke Ambrinigan, a local lord, to recover a stolen statue of a golden lion. The lion was stolen in transit by frost giant raiders, and was to be ransomed back to the Duke for 10,000 gp. The PCs were sent to perform the exchange. The giants, however, were attacked by the white dragon Whildenstrank, who stole the statue and retreated to his lair in the middle of a nearby glacier. The PCs encountered the remaining giants, and then set off westward toward the dragon's lair. They traveled across the flat part of the glacier, encountering the frost giant ranger Velg the Dragon Tamer, as well as some burrowing bulettes. Then they braved the hazards of frost worms and remorhaz in the Ice Canyons: a maze of twisting passageways surrounding the black spire of rock that the dragon calls home. The PCs now stand at the edge of an open space, looking at the towering edifice in front of them.
Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67
Mimic Madness is a psudeo-adventure with four interesting mimic encounters. These four encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL4 to 7. The encounters vary the mimic's tactics significantly, such as by having them we a weapon rack that wields the weapon it holds, pretending to be animated furniture using its ability to speak, and pretending to be a floor covering a pit; none of them rely on the typical chest or door mimics. Pgs. 24-25
The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs had just entered the citadel in the last episode. Are they now dealing with hauling statues or fighting angry staircases in their efforts to get to the second floor?
The Approaching Swarm is a short adventure. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. The adventure takes place in a swampland that is near a small settlement. The characters have just arrived in the small settlement of Crivdall, which is a fort on the edge of a huge, dangerous swamp. In the dead of night, a small armada of monstrous vermin attacked the characters and their hosts, and the PCs may have spied a mysterious figure that controlled their actions.
The ancestral swords of a powerful lord have been stolen! In the dark of night, on the eve of battle, a shadowy figure crept into Lord Kunemura's chamber and made off with the most potent symbols of his power and lineage. Worse, Lord Kunemura had declared war on his old enemy, Lord Shotokami. The imminent battle will be decisive, and the future of Lord Kunemura's lands and family hang in the balance.
Ten days ride north of the great city, there is a small town named Treefall. Up until recently, this town was well known for its rich harvests, happy villagers, and prosperous weather. These days, however, the once-proud details from Treefall have turned darker. Instead of tales of unending prosperity, you hear hushed whispers of a great curse that has struck the once-happy village. Word has it that, where once roamed contented cattle, now strange beasts hunt by the moon's cold light and terrorize the hapless region. You have scoffed with the others at these stories. Despite the things you've seen in you adventures with your friends, the thought that such ill might befall such a sleepy town strikes you as terribly unlikely. There is plenty of evil in the world, true, but there are also much bigger and better targets. But, tonight despite the firmness of your disbelief, the stories come to find you. You have been traveling north along the roads on your own business, enjoying the rich fall colors and warm afternoons. Your camp os small and secure, with a roaring fire and meat cooking over the flame. It's one of those crisp autumn days that makes you long for a warm hearth after a long ride in the cool air. Still, the fire is good enough for now and you and your friends have a wonderful meal, talking and singing and laughing, anticipating a restful sleep beneath the blanket of stars. Until the beast attacks.