A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
One page side quest, one page maps. For decades old Alma Scarlet-thorn and her cat, Ferox, entwined as witch and familiar, reveled in tormenting travelers passing near her lair. But, recently, Alma has favored her newly created mist golem more. Although Ferox has enjoyed the power of their bond, she now believes the magical connection is no longer worth this jealousy. The cat, Ferox, has been searching for a way to punish her mistress or remove the golem. Adventure hooks provided. Published by Wicked Cool Games
Yesterday, young Tobias went to investigate an old tomb by himself. Everyone told him it was a bad idea. Everyone was right. Today, you and your companions awaken to a town in chaos. Why is the temple sealed behind a divine shield? Why are children and worshippers trapped within? How do we get inside? What did Tobias do?! Ragged Hollow is a full-service starting town, full of classic creatures and challenges all updated and brought together for newbies and nostalgia-lovers alike. There are goblins and witches in the woods, a house full of traps, a basement of vermin, kobolds in a cave, bandits on the road, riddling ravens, a 50-room temple dungeon, nursery-rhyme monsters, living nightmares, Lovecraftian horrors, and tons of unique items to find. This is a mystery with lots of relevant side-quests around the town. The heroes can investigate the situation, get into the temple, save the innocents, and stop the monsters. And get some loot! ADVENTURE TYPE: Medium Dungeon / Town / Wilderness Adventure DESIGN NOTES This adventure is intended for characters levels 1 to 4. It includes several wilderness areas (forest, hills, mountain), a bustling town, several local mini-dungeons, and one 50-room temple dungeon. Each area contains various encounters and unique items. There are many opportunities for combat, but it is possible for players to explore most areas and complete many interactions without any combat at all, depending on their choices. INCLUDES: Story hooks, dialogue prompts, random encounters, stat blocks, original creatures and treasures, and maps. KEYWORDS: town, village, forest, goblins, goblin market, witches, hags, hills, bandits, ogres, mountain, kobolds, caves, dwarves, temple, clerics, nightmares, demons, riddles, traps, ghosts, fairy tales, Lovecraft, mutant
After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!
Far in the future, bards sing tales of kings and conquerors from ages past - but from your present. The Hero-Kings of legend are your player characters from your campaign, who even now shape the course of Cerilian history. More than simply an adventure collection, this 160-page book enables you, the Dungeon Master, to turn ordinary domain actions into oppurtunites for heroic exploits. Each of the eleven "legends" set forth here is based on a different random event from the BIRTHRIGHT Rulebook. Don't allow a mere die roll to decide the outcome of a blood challenge, rebellion, intrigue, or magical event - make the PCs forge their own destinies by confronting a madman who is "Blood Hungry," wresting the "Fang of Kriesha" from its evil wielder's grasp, thwarting a rival regent's "Double Dealing," and saving all of Cerilia from "The Gift of Azrai." These adventures are suitable for PCs of all levels and classes - wheter regents, scions, or commoners - and can take place wherever you campaign is set. This book also includes an appendix that offers advice for running different types of BIRTHRIGHT campaigns and creating your own adventures fit for a king. TSR 3125
Unknown to even the mightiest of the great sorcerer-kings, a fire is stirring deep beneath the barren soil of Athas. Sheltered by the titanic bulk of the Black Spine Mountains, a terrible force has ripped open the very fabric of time and space. Now a shimmering portal stands open and a long-forgotten enemy assembles its sinister forces to invade the kingdoms under the dark sun. The only thing that stands in the way of this terrible fate is a band of heroes. Assembled from the four corners of this tortured world and bound together by the tangled cords of fate, they must face an enemy the likes of which they have never seen before. The odds are against them, but they dare not fail. The fate of the world is in their hands. The previous flip-book modules (Black Flames, Merchant House of Amketch, and Marauders of Nibenay) precede this adventure, but they are not necessary to enjoy Black Spine. Contains 3 - 96 page adventure books and 2 fold-out maps TSR 2428
As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540
30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press
The company discovers the Easterly Inn, a piece of the Shire in the land of the Beornings. But the Wild is still the Wild, and it takes more than Hobbit cooking to keep adventures at bay; in no time, the companions find themselves involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills. Published by Cubicle7
Haunted Hill is a special, Halloween release for Adventures in Filbar™! It was created to give a single, first level player an opportunity to prove themselves to their mentor. After years of study you decide you are ready to get on with your adventuring career but your trainer wants you to prove yourself. After a courier goes missing, you have been tasked to go to the region of Haunted Hill. This area is well known as an old cemetery and haven for miscreants. Your task – go to the area and search for the missing courier and recover the package he was set to deliver!
Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125
Reign of the Ice King is a 10th level Adventure for 4-6 players Icewind Dale; The mad mage Akar Kessell has long been defeated, along with his evil army. Most of the dwarves of clan Battlehammer have migrated east to their ancient home of Mithral Hall after the death of Shimmergloom and her dark-dwarf minions. The Ten Towns valley has prospered over the years but has also seen the leaving of many of its heroes. Now, a new menace has moved in beneath the shadow of Kelvin’s Cairn and threatens devastation to the townsfolk of Termalaine. The adventurers are visiting the frozen region of Ten Towns when they see smoke rising from the town of Termalaine. Upon entering the town they find unimaginable destruction and many casualties. A Frost Giant, named Hrimnar has moved into the old Verbeeg Lair at the foot of Kelvin’s Cairn. He has demanded tribute from the poor peoples of Termalaine and let them know what happens if they do not pay him adequately. The quest to save a town from a tyrannical, giant overlord may spell the doom of the adventures as they face off against Hrimnar’s minions and even worse, his pet dragon, Ormrfrost.
In the town of Bellhold, it's not difficult to realize that something is wrong. Everyone is irritable and suffering from nightmares, children are missing, and the local adventuring company has been gone for a week. Yet the townsfolk's headaches are sure to pass, so the mayor is not especially worried. He should be. Of Sound Mind flings you into a maelstrom of trouble, for the situation is much, much worse than it first appears. Before your investigation is over, you will be dangling from cliffs, descending deep into a mountain's bowels, uncovering lost hoards of treasure, fleeing from people you thought were friends, and desperately trying to outwit an enemy that is far more than you could ever imagine. The fate of thousands hinges on your success or failure. Think your up for it? Published by Fiery Dragon
Don't you just hate it when you have a bit of downtime but some of your players need a bit more experience? Perhaps your group is fractured and only a pair of players could make it. Today's offering gives you three scenarios for a pair of adventures at three different levels! This offering helps you plug campaign holes with short encounters certain to challenge a pair of PCs!
𝐓𝐡𝐞 𝐭𝐡𝐢𝐫𝐝 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐢𝐧 𝐭𝐡𝐞 𝐔𝐩𝐫𝐢𝐬𝐢𝐧𝐠 𝐒𝐚𝐠𝐚. It would take a lot to force the PCs to ally with the very orcs that have been causing them so much trouble recently. But what have those damnable orcs stirred up in the abandoned copper mines? A four hour adventure for 4th level player characters.
A four hour Dungeoncraft adventure, set Icewind Dale, in the Eleventh Town: Chwingatown! It premiered at Redcap's Corner July 2021. Hunters in Easthaven are bringing back stories of tiny armed humanoids that chant “CHWINGA CHWINGA!” while waving their weapons. Are they threatening the Ten-Towns? Includes Full color illustrations of adorable chwingas and their unique town locations jpg versions of all maps sized to 70 pixels per five-foot square for use with VTTs
Encounters in Icewind Dale is a 5e supplement that consists of 24 encounters ranging from short to long one, some even could be considered micro-adventures! The supplement is meant to enrich your game, whether it passes in Icewind Dale or in any other arctic setting! The encounters are based on exploration, social interaction and combat!
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
A streaking comet heralds a wild storm. An ancient temple roars to life with strange and otherworldly chants. Doom is coming to Starspell Mountain. Navigate traps, meet a mad elf, and stop otherworldly threats as you explore the temple on Starspell Mountain. Doom on Starspell Mountain is a one-shot adventure for 3rd-4th level characters made for the world's greatest roleplaying game. The adventure features traps, simple puzzles, and secret passages.
A routine recovery job, bread and butter work for any party of sell-respecting adventurers. What could go wrong? A few bugbears aren't going to cause any difficulty, are they?