In Prisoners of the Drow, a band of adventurers storm a drow outpost, confront the drow mage in charge of it, and rescue prisoners held within. The heroes must bypass traps and devious defenses to reach their goal and accomplish their mission. The adventure is designed for a party of five adventurers between levels nine and twelve. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here. This adventure is designed as the first in a two-part series. The second adventure Into the City of Spiders takes the adventurers into a drow compound far from the surface. https://www.drivethrurpg.com/product/247674/Into-the-City-of-Spiders
A Gritty OSR Fantasy Setting by Travis Legge The mortal lands are divided. A dozen kingdoms lie scattered across the world, separated by dangerous wilds filled with bandits and monsters. The bravest mortals act as adventurers, guiding travelers between the kingdoms, killing monsters to thin their numbers, and plundering ruins in search of the lost treasures of the golden age. This is the world of Odysseys & Overlords! The party are traveling west through the Untamed Gauntlet, on their way to somewhere else and using a stream to guide their steps. They step out from under the eaves of the forest to spy looming before them a cliff, a tall wall of stone which stretches away to either side as far as they can see. A waterfall cascades onto sharp rocks into a pool from which pours the stream they were following. The sheer cliff is easily 100 feet high, and too wet and slick to climb safely, though it can be tried. Atop the cliff is a bare stone hill which looks like it was at one time worked by intelligent hands; a look-out post of sorts has been carved into its southernmost peak. The map says it’s called “Wyvernseeker Rock,” but it doesn’t say why. The hill appears deserted. A long age ago, beyond mortal memory, a forgotten people built a watching post and refuge atop and within Wyvernseeker Rock. A hundred years ago, an adventurer named Olaf Wyvernseeker claimed the Rock for his own and set out with companions to clear the lands thereabouts. They were never heard from again. The upper chambers of the Rock are a convenient lair for a Giant Rhadogessa and its spider servants. Still, it’s got to be safer than climbing the cliff. Right? Published by Aegis Studios
The lizard men are just pining for the fjords. A plague of locusts is bad enough, but when the locusts are each a yard long, the farmers need professional help! A swarm of giant locusts has been eating all the grapes and leaves from the vineyards of Vineyard Vale! In addition, lizard folk have attacked and destroyed several steads in the vale. The farmers are desperate, but what they don't know is that these events are linked! A mage known as Rhungold the Trickster has been orchestrating the attacks and locusts to try to scare the farmers off the land so he can claim it as his own. The players slowly piece the story together by investigating a fairly linear story through a cave, a marsh, and finally to a compound owned by the wizard Rhungold. Pgs. 6-16
The Ghost Tribe of Orcs were driven from their home under Wyvern Tor by some terrible evil. They marched to Phandalin and attacked only to be defeated. Then, the heroes journeyed to the orc’s former settlement beneath Wyvern Tor and found the source of the orc’s sardonyx and the umber hulk that drove the orcs out. Now, the party has to go deeper to deal with the terror from the Underdark that caused all of this excitement.
A Dreams of the Red Wizards Epic The treachery and master plan of Thay are at last revealed—and heroes are needed for a final assault to prevent the return of one of Faerûn’s greatest evils! Part Five of the Storm King’s Descent series of adventures. A Four-Hour Epic for 11th- through 16th-Level Characters and 17th- through 20th-Level Characters. Optimized For: APL 13 and 18 This adventure also includes rules for single-table play. Content warnings include: cold weather hazards, possession, and slavery
A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.
A very big problem from a very small source. Pay the toll or feed the troll' seems pretty obvious. Too bad that it isn't. A tricky gnome has used illusions to fleece anyone crossing a bridge, posing as a fearsome troll. To direct more traffic across his bridge, he has also set fire to the Great Bridge downstream. The players find the Great Bridge burned and follow this detour. At the bridge, the players will fight with the illusory troll. After a few rounds, it flees back to the gnome's lair under the bridge, and the players will need to deal with a combination of the gnome and his traps if they investigate. Pgs. 22,23 & 69
Terror Under the Sea The peaceful undersea village of Sequavia has been mysteriously abandoned. It looks like all of its Cheltarian residents have just stopped what they were doing and left. It’s up to a party of stalwart undersea adventurers to find where they all went, and bring them home. This Tales of the Valiant Compatible One Shot Adventure Provides: • A small dungeon for PC’s to explore • Statblocks for important NPCs. • 8 magic items that aren’t what they seem
Silas Cusk built a menagerie of magically reconstructed saurians on a tropical island and sold tickets to it. The party arrives as VIP guests on preview day — the same morning Cusk's former partner steals the diamond that powers every containment ward on the island. The wards go dark, the cages open, and the island has two hours before its magical foundations give out and it slides into the sea. A complete, ready-to-run one-shot for a small table: 2–3 players, levels 2–3, one 2–3 hour session, zero prep. Eighteen named scenes across four acts, with a branching second act (a subterranean stealth route or an exposed aerial one) that reconverges so nothing is gated behind the choice. A visible 0–10 tension meter — the Containment Instability Index — climbs as the island fails and sets the severity of the finale. The apex predator is not a villain: it is a construct whose control collar overloaded when the diamond was stolen, and it is in agony, not hunger. The three-phase boss has a discoverable weak point and ends in a single-round choice between three fully written endings — destroy the island's heart, restore containment, or free the beast — none of them clean. Includes 8 SRD 5.1 creature stat blocks, 4 NPCs, 4 ready-made characters (any two form a viable party), 6 battle maps, 6 opening hooks, 6 contingencies, and 5 campaign seeds. Every encounter is tuned and stress-tested for the worst-case small table.
FC9 - Diamond in the Rough is an adventure that has a group of PCs picking up a job for Dwarves of the Shieldcraft Clans in the West Keldon Mountains. It seems that a group of humanoids has pulled off a daring raid to the formerly secure vault and obtained a rather expensive gem. To recover this item the PCs will first have to reach the Dwarves, cross the valley and search the East Keldon Mountain range for these troublesome thieves. Of course finding the group of problems may prove a bit tougher than expected!
An Adventure for 0-Level Characters Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies — and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsfolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them — so someone must rise to the challenge! Six determined townsfolk have taken justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten?
A whispered voice calls from a coffin bound in chains, urging the heroes into the depths of the Shudder Mountains, a place rife with superstition and forlorn secrets. In the shadowy, pine-grown valleys of the Deep Hollows lurk mysteries of a bygone age and a new evil emerging from the ruins of the past. The adventurers must plumb the mountains’ secluded reaches to root out this rising terror before its power comes to fruition. Standing in their path are cackling witches, subtle devils, lingering spirits, and a foul thing that moves in the night. Can the heroes appease that which lies within the Chained Coffin and thwart the dawn of a new and terrible age?
Trouble in Paradise The Ruins of Azlant Adventure Path begins with the adventurers standing on the deck of a ship ready to make landfall at their new home. However, dread settles in as they notice that the colony is empty and abandoned. Tasked with uncovering the whereabouts of the prior group of colonists, the adventurers go ashore and explore the deserted settlement. Uncovering strange evidence leads the adventurers across the island, where they encounter two survivors who can give them clues as to the fate of the rest of the first wave of settlers. Can the adventurers survive long enough to discover what truly befell the fledgling colony?
Having put down a rising of giants, it was discovered that the motivating force behind their depredations was that of long-forgotten evil - the Dark Elves. Determined to seek out these creatures, a body of doughty adventurers mounted an expedition to learn the strength of the Drow and bring retribution to them (DUNGEON MODULE D1, DESCENT INTO THE DEPTHS OF THE EARTH). This module contains background information, a large-scale referee's map with a matching partial map for players, referee's notes, special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D1, and VAULT OF THE DROW, D3), or as the fourth part of a continuing scenario (DUNGEON MODULES G1, G2, G3, D1, D2, D3, and Q1, QUEEN OF THE DEMONWEB PITS). TSR 9020, From 1978
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
Stupid dwarves. You visit their delve, and they announce that they are all off to belt the living daylights out of some troublesome goblins. And can you go along? No chance, it's some sort of 'crusade' and they don't want outsiders along. So, all they are prepared to offer you is the honour of defending all the old dwarves and the kiddies and the others who haven't gone off on the goblin-bash. So, it looks like you'll just have to sit around and drink all the beer and be bored until they - Wait - what's this? A raid on a neighbouring delve; that's a stroke of luck. Now you can chase the raiders, beat them up, and then the dwarves will be grateful and you can drink some more of their beer. What could be simpler?
The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
An Adventurers League Con-Created Content Module. Tier 1, 2-4 Hours. (Compatible with Homebrew games too!) May I have the next 100 words to convince you to purchase this adventure? **PITCH BEGINS!** This module features three ways to play: join the Knights of Holy Judgment, the Cult of Zariel, or the forces of Chaos as you search for a lost Angel of Tyr, Ser Vindictus. Play like it is 1990 and experience the first Adventurer’s League module to use 16-bit art for maps, tokens, NPC portraits, and magic items! Each purchase includes the PDF, Fantasy Grounds module, four maps, 15 tokens, comic art for the backstory, and an imaginary high five from the author. Make a DC 92 Wisdom saving throw. On a success, reroll! On a failed save, buy this adventure! **PITCH ENDS!** Author’s note: This is part one of a two part Tier 1 series. I plan to make future Verses if these do well and people like them. Thanks for looking at my adventure and please leave an honest review! -Anthony Joyce (Twitter: @Thrawn589) All artwork was commissioned and commercially licensed for this module. Pixel Art by: Joaquin Reymundo "Dsurion" (Twitter: @Dsurion) Comic Art by: James Gifford (Twitter: @Mrjamesgifford) Fantasy Grounds Module by: Chris Jernigan
A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.
Someone has "borrowed" a cleric, and without him, the fabled King's Festival cannot go on. Unfortunately, it looks like the orcs have him, and your characters must rescue him. A great learning adventure, King's Festival provides players and DMs with a valuable introduction to fantasy role-playing in the land of Karameikos. Full of helpful hints for the players and the DM, this module also provides a full dose of excitement! Orcs, carrion crawlers, and villains challenge the characters' fighting skills, and a host of traps and puzzles confound their wits! TSR 9260