A collection of five one-shot adventures for Cairn! Imperial Vault 19 A grieving widow in the forest begs you to save her baby. A hedge witch has taken the infant down into an old imperial vault where she uses the child’s Chaos tears in alchemical potions. And who knows what old treasures might still be hidden in the vault? Unless it’s not that kind of vault… Barrow of the Blood Baron Face off against vampire bats, vampire thralls, and a vampire noble, as well as a few other creatures that have clawed their way into this once-armored vault. Discover works of art, exotic wines, enchanted clothing, and filthy weapons. Negotiate with the guards and intruders alike, using clever words or whatever stake-like objects are close at hand! Tomb of the Tin Templar Encounter electric jellyfish, tinker gnomes, and the rusted corpse of the noble Sir Tristan, as well as a few other creatures that have drifted into this marvelous mechanical vault. Discover windup toys, clockwork companions, and baffling devices. Negotiate with the guards and intruders alike, using clever words or whatever rusty objects are close at hand! Priory of the Primate Priest Defy root trolls, monkey monks, and a beguiling dryad, as well as a few other creatures that have found their way into this marvelous living vault. Discover magical armor, haunted skulls, and the bonest of the apes' victims. Negotiate with the guards and intruders alike, using clever words or whatever living objects are close at hand! Fane of the Fey Fellmonger Match wits with guild goblins, pixies, and a living skin suit, as well as a few other creatures that have spirited their way into this disturbing leathery vault. Discover arcane clothing, deadly sewing tools, and a fey lord who isn't entire dead yet. Negotiate with the guards and intruders alike, using clever words or whatever sewing objects are close at hand! New PC Background: The Dungeoneer! In addition to some unusual delving gear, select one of 10 unfortunate results of a recent delve-gone-wrong, as well as one of 13 helpful boons or tools from a recent delve-gone-right.
Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
There have been disturbing signs over the last few months, signalling that something is wrong in Humblewood. The troubles appear to originate from activity in the Scorched Grove, an ashen plain that was ravaged many centuries ago by a destructive fire. Whatever caused the fire has scarred the land with elemental magic, making it inhospitable to all but strange fire-based creatures. Of late, the Grove has begun to expand. At first, it was hard to notice the slow expansion, but those in tune with nature (especially the Tenders) could see the imbalance in the elemental forces of Humblewood. For many common folk, this imbalance has been experienced as unseasonal dryness, which has led to crop failure and an increased frequency of forest fires. There have also been a number of unusually aggressive emberbat clouds reported far outside of their natural ranges. The true nature of the danger still remains hidden from the people of the Wood. A corvum necromancer named Odwald Ebonhart has stirred the elemental aspect of fire, which has lain dormant beneath the Scorched Grove since its first burning. The aspect’s energies have begun to empower fire-based creatures within the Wood. The increased range of emberbat swarms have brought fires that have expanded the Grove. Many forest-dwellers, who have been left without homes, have turned to banditry to survive. Soon the elemental incarnation will break free, and players must find a way to stop the aspect of fire before it reduces the Wood to ashes.
Abandon hope early and avoid the rush. A rebel leader is locked in a prison from which there is no escape. That's why the rebels called for you. The players are recruited to help rescue a prisoner of the Theocracy. The prison is very unique in that the cells are situated in a wheel formation. The prisoners are forced to push against their cell walls every day until after 1 full year (1 full rotation of the wheel), an opening appears in their cell and they are free to leave. There are many paths to success in this adventure, and it can play out more like a heist rather than a dungeon crawl. Pgs. 24-37
When the heroes come into town, word arrives that a nearby cloister of the god of valor is under siege by an army of undead. The adventurers travel to help defend the bastion of paladins, only to discover that these undead are actually ancient enemies of the paladins’ order. They have discovered a way to exact vengeance for slights committed centuries ago, but to finish their plan they must breach the cloister’s catacombs! Can the heroes battle them to the catacombs and defeat their horrific blackguard champion?
The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.
The ravings of a mad prophet claim that a great evil has returned to Alik'bar and that this time, there shall be no salvation. Even those who previously vanquished the evil will be unable to stop it. Terror now grips the lower class populace while the guards and merchant class go about their days, ignoring the "Stories" of an unseen menace. "There is nothing wrong here," come the stern replies of the city guard. All the while the Mayor and his people retort, "the Evil in Alik'bar was banished long ago. This is nothing but vagrants and charlatans, begging for attention." The Church of Salvation has another opinion, but their words die down in a city griped with tension , apathy, and a demoralized poor class. The question remains: Why is there fear running in a city's slums? What does it have anything to do with the missing vagrants who disappeared so many years ago? Is there really a great threat, or is there a simpler answer? This is a sandboxy, mystery adventure in a city. There are secretly a green and a blue dragon leading factions in the city. In Cold Blood was updated to D&D 3.5 for the AEG adventure compilation 'Adventure II'
The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.
The Iron King's daughter has been cursed by a demon who lurks inside a mirror locked deep in the palace dungeons. Can the characters win their freedom from those same dungeons by entering the mirror demon's horrifying, maze-like realm and finding a way to end the curse? The Demon in the Mirror is a creepy dungeon crawl adventure for 5th-level characters. It takes about 5-7 hours to complete and includes: -An otherworldly, reality-bending realm inside a magical mirror -Four new monsters: the mirror demon, ceiling creep, reflection demon, and librarian of Leng! -Combat cards for each monster, PC, and special treasure -Gorgeous digital maps (with and without grid) for virtual table tops
Days ago, a portal to the Elemental Chaos appeared near the PCs’ home city. Since then, it has grown into an enormous sinkhole that periodically belches fire and brimstone. The rip in reality threatens to overwhelm settlements and a nearby river unless someone ventures through and closes it from the other side. Pgs. 102-107
A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.
Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!
Far above the village of Barovia sits Castle Ravenloft, the home and fortress of vampire lord Strahd Von Zarovich. Legends claim that Strahd flies with the bats and runs with the wolves to terrorize the countryside. Ancient tales also tell of dungeons and catacombs deep under the castle. Other stories recall the great halls, treasures, and glory of Ravenloft in centuries past. "House of Strahd" is a revision of the classic gothic horror tale I6: Ravenloft, one of the most popular adventures ever produced for the AD&D game. This version is updated for the AD&D 2nd Edition rules, and those from the Ravenloft campaign set. Count Strahd is now more powerful, and his castle is even more terrifying! TSR 9418
Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.
A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?
The town of Byr is in need of heroes. Residents of the town of Byr have been kidnapped. Some think it was marauding Hobgoblins, but a grizzled and crippled veteran who helped to drive the Chagmat (monstrous spider-people) back many years ago believes that the Chagmat are back. Their forgotten temple is believed to be up on Little Boy Mountain. He argues that the mountain is where answers, and the missing townsfolk, can be found. Pgs. 33-48
Expand your game with this collection of 56 NPCs of various Challenge Ratings, thirteen of which include maps and details of their lairs. Add these NPCs as a side-quest, a main villain, a one-shot, a bounty for easy money, or however else you wish. Written by some of the best-selling authors on the Dungeon Masters Guild and outstanding podcasters, each NPC includes an image, a backstory, motives, flaws, and a stat block. Some even include new magic items!
With a series of torrential rains, the soaked soil has weakened and an opening to a forgotten tomb has been discovered. You and your associate prepare to venture into the lost Kalar's Crypt! This scenario is useful for a beginning campaign or just a side adventure when most of the group can't participate.
The Temple of Draxion is an adventure with 2-3 encounters that uses clever tactics, trickery, and good defensive positions to make low-level monsters challenging. The defenders in the encounter try to deceive the PCs; groups willing to accept anything the DM says at face value will horribly misjudge the actual level of danger they are in. The adventure is set in a partially-collapsed dungeon that was once a temple to Erythnul, but is now the headquarters of a pair of aspiring bandits, and their kobold employees. Pgs. 12-15