The Lost Tombs, Volume 1 Derro swarm in the Abbor-Alz. The Doomgrinder windmill's blades approach their zenith. Strange sightings in Hardby and rumors of a bandit empire in the mountains have commoners and nobles concerned. The Circle of Eight hopes that the key to averting this disaster can be found in the mysteries of a group of five ancient crypts, the Star Cairns. But first someone has to find the fifth cairn.... Five separate adventure sites playable individually or linked together, The Star Cairns can provide a diversion for treasure-hungry adventurers - or can be used as the seeds for an extensive campaign. Although the adventures are designed for four to eight characters of levels 5-8, each section can be adjusted for weaker or stronger groups. TSR 9579
The Jail of Gundavold is a scenario designed for a solo player but adjustable enough for a party size if needed. After a foray into the wilderness Ruins of Borgdell, you found yourself ambushed with a bag tossed over your head. After a grueling trek across uncertain terrain you find yourself in jail. Are you smart enough to get yourself out of this mess?
In your many adventures since ridding the world of Sukits the Butcher you have heard whisperings of his boss in the area. The name Bromide the Wicked has been passed around as a greater threat to the freedom in the area as he is the slaver boss. The Plainsmen have given your party the general direction of this evil man and ask for your help in the matter. Is your party ready to deal with the slaver issue and take down the network of traffickers?
These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a salt mine taken over by aggrieved Salt Knockers, - a swamp settlement destroyed by raging Swamp Brutes, and - a decadent earthscraper where the residents found immortality within their Iron Thralls. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 4, 5, and 6. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for low-level characters Level 4-6 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations
A D&D 5e adventure set inside Shakespeares’ Romeo& Juliette. Enter Verona and Investigate what caused the Capulet mansion to sink underground and become a cursed hellscape Play as your characters or use the pre-generated characters (including Mercutio the tiefling warlock, Rosalind the elven wizard, Balthasar the halfling rogue, and more). You don’t need to know Shakespeares’ Romeo and Juliette to enjoy this dungeon dive but it helps :-) This product includes: The Adventure Printer-friendly character sheets A high Res map for VTT
In this adventure, the coastal village of Fair Haven needs the characters’ help. For decades, Fair Haven has relied upon its lighthouse to guide merchant vessels into port. But on a recent stormy night, the lighthouse suddenly failed. The trading ship Nymph’s Kiss was dashed on the rocks, and smugglers have already raided the wreck. Somebody has to restore the lighthouse, but the locals are afraid to go near because it shows all the signs of being haunted. Yet there might be more to the story, since there’s something living in the sea caves below…
Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.
"Several small wagon trains have recently been overrun by a force of goblins and wolves while the former were camped out at night. Among the attackers was a titanic black beast on which some of the goblins rode, a monster so huge that it crushed whole wagons beneath its feet and flung horses and riders aside with its arms." --from the adventure. Includes an extensive narrative opening to the adventure and a map of the cave system.
This book goes over the various rules around the faction of the Lords' Alliance in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with adventuring through the uppermost level of the abandoned Dwarven city of Southkrypt Garden and assassinating an evil mage before they lead an army of Goblinoids to besiege Neverwinter.
When her father goes missing, a young adventurer has no other choice than to gather her friends and head for the city of Loudwater. Soon after she gets swept away in an obscure design threatening to drag the entire region into chaos and war. At the heart of this mystery, lies not only her father, but the long-forgotten history of her once-despised family and a primordial beast influencing events from the shadows, moving her family like pieces on a chess board. Visit www.perfumersdaughter.com for more information. You can also address me directly on The Perfumer's Daughter Q&A on Facebook. All battlemaps and dungeons are free to download for use in digital platforms (such as roll20) on the aforementioned site.
The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102
5e Solo Gamebooks presents Citadel of the Raven, the third in our series of solo adventures. Citadel of the Raven is the sequel to Tyrant of Zhentil Keep, but is also playable as a standalone solo adventure. The first solo adventure in this series is titled The Death Knight’s Squire. At 589 entries, you can expect a lot of variety from this solo quest. There are several main paths your character could take, and numerous encounters and options on those paths (including short sub-threads designed for specific classes), making the number of possible adventures practically endless. Add to that the characteristics of your class, and the numerous variegated combat encounters, and it’s safe to say that no two run-throughs of Citadel of the Raven will be the same.
Can Seapoint Be Saved? is an adventure designed for use with the AD&D rule system. To be able to answer that question, a party of adventurers should consist of 4-8 player characters, each of 4th-7th level. The group may also include henchmen and hirelings. To have the best chance for success, the party should include as many different character classes as possible, with emphasis on fighter-types.
Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34
After a successful mission for Earl Phenwick you return to receive your accolades. Upon your arrival it is discovered that the earl's child is missing. His daughter was last seen around a mirror of unknown power and an advisor believes that she may have made her way into a different world via the magical portal. Time to put on your hero hats!
In this all-new adventure, the characters acquire a treasure map tattooed on tanned human skin. It shows the location of famed pirate Bloody Jack’s last haul, where hundreds of thousands of gold coins lie waiting to be taken. But exploring his long-abandoned island hideaway isn’t as easy as it first seems. Bloody Jack didn’t leave his treasure unguarded — and the best way to keep the undead legions well-stocked is to lure treasure-hunters to their death…
The hamlet of Thistle has a problem. The river they depend on for trade and food was recently poisoned with a tide of filth, and a goblin named Belig has claimed responsibility. If the people of Thistle don’t pay a ransom, Belig has promised them much worse will come with the next poison tide. A Forgotten Realms adventure for 1st-level characters.
Years ago the valley was green, and animals ran free through golden fields of grain. The princess Argenta ruled over this peaceful land and the people were secure and happy. Then one day a warrior riding a red dragon appeared in the skies over the princess’ castle and almost overnight the tiny kingdom fell into ruin. Now only ruins and rumors remain, and what legends there are tell of a fabulous ruby still buried somewhere within the Palace of the Silver Princess TSR 9044
Bring your chilling campaign to life with this companion supplement for Icewind Dale: Rime of the Frostmaiden! Tales from the Frozen North presents 10 handcrafted encounters between 15 to 90 minutes in length for your adventures across the frozen wasteland. They are specifically written around the themes of paranoia, isolation and secrecy, with a particular focus on exploration.