THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190
A Pathfinder Roleplaying Game adventure for 4th-level characters, this volume of Pathfinder Adventure Path is part 2 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 7th level by the end of this adventure. The PCs receive a shipment of funds, materials, and colonists from Brevoy and beyond, along with instructions to build a town and attract more pioneers to their nascent country. Having already explored the northern reaches of their new domain, the PCs must now venture into the wilds to bring the rule of law to the south. Wicked fey inhabiting a ruined keep, undead haunting an ancient barrow mound, and others must be defeated to make the region ever more secure. Along the way, the PCs might also have the opportunity to ally themselves with some of the region’s local residents, including the dryad druid Tiressia, her satyr consort Falchos, and a band of gnome explorers called the Narthropple Expedition. In addition, the PCs will be called upon to mediate between two rival factions in the area: a group of independent loggers and the angry fey sorceress who opposes them. As they explore, evidence that a group of trolls is stirring up trouble in the region becomes apparent. Meanwhile, the PCs must deal with events within their burgeoning kingdom—a rabble rouser seeks to oust the PCs from their positions of power, the secretive cult of the hag goddess Gyronna has infiltrated the town, and a werewolf is preying on the townsfolk. All of these events build to the adventure’s twin climaxes: the sudden assault on their capital city by an owlbear of unprecedented size and the expansion of Hargulka’s trolls into the north. Faced with danger on multiple fronts, the PCs must draw upon all of their resources and bravery to become the undisputed rulers of the Greenbelt.
Starvation looms for the people of the Wolf tribe! The elk have all but disappeared and the risky move of the tribe near the Bear clan territory has proved fruitless. An emergency council of the elders has declared that a single hearty warrior must make the dangerous journey deeper into Bear territory to find a source of food. The council has chosen you for this mission of great importance. It is your task to find out where the elk have gone and bring back food for the winter or at least enact Wolf people retribution against the source of the oncoming famine! Into The Forbidden Hills you must travel, heart full of hope and anger…
"Doom Croaker's Branches" is a lindwurm lair suitable for four or five 4th level characters. This adventure can be completed in one session.
When you wander the wilderness you run into the strangest things. Nestled in the middle of a few mountains in a volcanic basin is a strange temple structure. This is the final resting place of the legendary warlord Khan Sing. A hero among the plainsmen, this ruler was believed to have grabbed power with the assistance of a magic weapon known as the “Blood Mace”. Will the party’s investigation find this mysterious artifact?
A gnomish settlement is plagued by inexplicable earthquakes, the wrath of an Earth Elemental. Can the heroes save the gnomes? Do the greedy gnomes deserve to be saved? "Valanche's Eye" was inspired by a desire to write an adventure which blurs the line of who the bad guy actually is, or indeed whether or not there's a really tangible villain. It takes the "patron hires adventurers to clear dungeon" trope and twists it – the patron turns out to be a pretty rotten bastard, and the monsters in the dungeon are just trying to live their lives. It starts when gnome gem-miners strike the mother lode of emeralds and sapphires, only to find themselves run off their claim. First they accidentally broke through to the Elemental Planes of Earth and Fire, and mephits burst out to annoy them. When they were just about done dealing with the mephits, they disturbed an earth elemental who just wants to be left alone, and emeralds are its favorite snack. The mine boss hires the adventurers to come kill all the elementals. But should they?
The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!
An unknown force is inciting the people and creatures of the idyllic Greenwood to commit horrific acts of murder and carnage. Can the adventurers quell the towering rage of the rampaging Horseman? Part Thirteen of Misty Fortunes and Empty Hearts.
For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.
An adventure for starting characters When vicious bandits waylay a caravan bound for an outpost on the edge of civilization, the player characters are the only survivors, trapped and lost in a hostile wilderness. If they would live to see another day, they must learn to work together and discover the people they might one day become. This adventure is designed for a group of starting characters and is especially suited to new players. Published by Schwalb Entertainment.
A local monolith which is the nearby town's good-luck charm and tourist attraction is taken as a lair of a wandering wind harp devil. Will the heroes banish the devil, or come up with a dark bargain?
Something stirs in the dark heart of the Warwood, and in response something stirs in the stars. A simple encounter with bandits on the road leads the PCs to a frightening place where even dreams are deadly. Cultists seek to free the soul of a terrible entity from beyond the stars. The PCs must retrieve the soul vessel of a long-dead evil paladin to stop cultists’ plan from coming to fruition. Pgs. 60-92
"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.
When old ruins are discovered, rumors swirl about the lost owner's magical blade. This scenario involves an overland crossing and a dungeon delve and none of it will be easy for the players.
Continue your duet campaign or add something new! Wake up in a druid colony and embark on a quest for trust and truth with plenty of political intrigue, hidden plots, and exciting combat along the way! Second Glance picks up where our first adventure, First Blush, left off and invites the PC to explore their world, test their growing abilities, and get to know their mysterious crystalline companion. However, this adventure can be inserted into any campaign setting and scaled accordingly. Second Glance is part of D&D Duet’s mission to bring you high-quality, ready-to-play material that supports adventuring parties of 1 Player and 1 DM. This adventure is written for a second-level character in a one-on-one 5th edition D&D campaign. It lets the PC explore a druid grove and observe its mysterious residents before traveling to a too-perfect town with twisted secrets. They’ll take on a calculating magistrate, addled cleric, and dark forest creatures but find that other, more ancient mysteries lie in wait just beneath the surface. Everything you need for your own two-person game is inside! This product includes: -A 2nd or 3rd-level adventure adaptable to any setting -Stat blocks for FOUR new creatures and three NPCs -A region map, two settlement maps, and two site maps to aid the PC’s investigations -A fully realized town complete with shops, fleshed out NPCs, and places to explore -Side-quests for curious adventurers or those fond of gold and magical items -Detailed backstory for the ancient warrior sheltered inside the PC’s treasured amulet -A custom magical item And helpful tips for DMing a one-on-one game This adventure is perfect for those looking to begin or continue their duet campaign. It could also serve as a story hook, session zero, or multiclassing narrative for a PC who wants to become a druid. Published by D&D Duet.
Throughout the land, legends of the Dusk Queen persist. They speak of a sometimes kind, other times cruel, yet always mysterious fey queen who ruled from her Dusk Tower—a tall spire of smooth, dark stone in the heart of a great, shadowy forest. Perhaps the most gripping legends, however, whisper of the Dusk Queen’s sudden and mysterious disappearance. Also available in 5e format.
The Cult & the Tribe Lizards and Goblins and Demons, Oh My! DUNGEON MODULE T1: THE CULT & THE TRIBE Goblins weilding magical blue fire are attacking the peaceful lizardfolk in the swamps near Timbertown. They've come to the humans for help, and Baron Ferrand needs heroes to head into the swamp and find out what's happening. As if that wasn't enough, demons are roaming the countryside, summoned by cultists of the Fraternity of Tharos, one of whom is secretly an important person in the town. Can you help the lizardfolk and keep the town safe?