Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.
"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?
Mary Seagrain is looking for her daughter who went missing during the last big storm. She is distraught and losing hope
The heroes arrive at the eponymous Keep on the Borderlands, a fortress on the edge of civilization built to stave off the chaos and evil of the wilderness. Using it as a home base, a party can make forays into the surrounding wilderness, encountering monster and marauder alike. The centerpiece of the adventure is certainly the CAVES OF CHAOS, a network of tunnels and caverns found in the walls of a nearby but isolated ravine. It is here that hordes of evil humanoids have made their home. Through combat and negotiation, the players can try to explore and map out these caves, perhaps with the aim of accumulating valuable treasure or even cleansing the land of evil creatures. However, even the Caves are not all they seem. Beyond the goblins and kobolds lurk dark horrors: cults dedicated to fiendish chaos and a Minotaur's enchanted labyrinth await the unprepared adventurer. But for the hero who is brave, clever, and fortunate in equal and sufficient measure, great treasures and glory await in the Caves of Chaos that lie beyond the Keep on the Borderlands! TSR 9034
A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.
Year of Rogue Dragons is an adventure designed for four players who take the roles of newly hatched evil chromatic dragons. The story will introduce a specific section of the Forgotten Realms along with its prominent individuals, organizations and a segment of its history. The adventure will draw the players into a conflict between three local factions, and a mystery, which they must solve and use to their advantage in order to eliminate every menace that threatens their life from the onset.
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
A plug in adventure that can be used as part of a larger campaign or run as a one shot for 3-4 Tier I characters (scalable for tier II characters) set in the Forgotten Realms. This adventure can be placed in other settings as well. The characters have learned of a new and young threat in the Mere of Dead Men. Sent to identify and solve the issue for the nearby people of the region there are multiple setups and information for continuing adventure within the Mere. The adventure comes with the following: 10 page PDF adventure file. 1 Regional Map of the Mere of Dead Men 3 Parchment style DM and Player maps ready for VTT use 3 Printer friendly DM and Player maps ready for VTT well as printer friendly DM and Player maps that are VTT ready 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild. Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Careeri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse. The Planescape Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the Planescape Monstrous Compedium Appendix, and In the Cage: A Guide to Sigil are recommended as well. Product History "Something Wild" (1996), by Ray Vallese, is the sixth standalone adventure for Planescape. It was published in March 1996. Continuing the Planescape Series. If 1994 was the year of Planescape adventures, and 1995 was the year of Planescape settings, then 1996 had a new focus: novels. The year led off with the first Planescape novel, Blood Hostages (1996), which also led off the setting's increased emphasis on the Blood War. Meanwhile, it took until March for a new RPG book to appear. "Something Wild" was the first of just two adventures published during the year. It continued the trend of 64 page adventure books, but was the first Planescape adventure that didn't have a GM Screen. Adventure Tropes. As with many Planescape adventures, "Something Wild" starts out in Sigil and then travels off into other planes. Like most adventures of the '90s, it's also heavily plotted, with individual scenes moving the storyline along. Though the adventure includes sections set in the wilderness and in a town, they're not explorations, they're segments of a story. There is a traditional dungeon crawl of a gehreleth lair toward the middle of the adventure, but that's it for older-school fare. The most interesting aspect of the adventure is probably its inclusion of a "dreamscape" that players travel through. Though adventures of this type date back to at least DL10: "Dragons of Dreams" (1985), the idea was little used in D&D adventures. Still, it was gaining some traction in the mid '90s thanks to the Ravenloft setting, and especially thanks to the Nightmare Lands (1995) supplement, which includes rules for dreamscape adventures. Expanding the Outer Planes. "Something Wild" travels to the Beastlands and Carceri, both of which had recently been detailed in Planes of Conflict (1995; it includes some new details on each. The expansion of the Beastlands is the most important, because much of the adventure is centered on that plane and the goals of its denizens. Signpost, which lies on the border between the plane's top two layers, is also detailed. Finally, the Cat Lord gets a spotlight; he's a strange being dating back to Monster Manual II (1983) that had never received much attention previously, except in Gary Gygax's Dance of Demons (1988) novel. The information on Carceri is not as generally useful because it details a very specific, primordial prison for a bestial god named Malar. Nonetheless, "Something Wild" makes good use on the plane by focusing on the demodands (gehreleths), a fiendish race dwelling on Carceri that has never gotten much attention. "Something Wild" was also the adventure that really started to push the Blood War forward. For the first two years of Planescape's existence, this fiendish war was a background element, but in the novels and supplements of 1996 it turned into a true metaplot. That ball starts rolling here with several hints that "a particularly nasty stage of the Blood War" lies just ahead. About the Creators. TSR Editor Vallese had done considerable development work on "Fires of Dis" (1995) the previous year, and was now given his own adventure to write. He'd continue on with a few more Planescape products in the next few years, concluding with the Torment (1999) novel. About the Product Historian This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].
A search for the ghostly dragon of the Deadwaters. The sage's deal is simple: The more you learn about the dragon, the richer you get. In this adventure, the bard Rondelle offers players rewards for learning all they can about a mysterious dragon that has been sighted in the area. Pgs. 22-38
The Stranger Stone, a rock that is to be used in a ritual to save the town of Berribury, has been stolen. The characters must track down the thieves and retrieve the Stone. A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 3
After a few scrapes with adventure even novice heroes will need a break and such is the case with this challenge. The young group of PCs will find themselves entering a backwater burg in the hopes of a little R&R (rest and relaxation) but as they come close to town a dead body in the road and the smell of burning foreshadows troubling times ahead. The R&R will have to wait as the young adventurers will be challenged yet again.
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
The Brotherhood is a league of paladins dedicated to truth, justice, and the defense of the kingdom. The guard the borders. Recently, one of the more remote Brotherhood outposts has reported that one of their patrols did not return. The PC must investigate, and determine what has become of the missing paladins.
In a rain-soaked graveyard, a small group of men stands round a coffin bound with heavy chains. "We are here to mourn the passing of Jean de Cardeau," intones the village priest. " Let us pray that his rest is eternal, and that he never returns." As the pallbearers lift the coffin, something scrapes on the wood from inside. Quickly and without emotion, the attendants slide the casket into a crypt. Then they seal the door and flee. Behind them, unheard, a dull thudding begins, growing louder with the onset of twilight. There can be no peace for those who linger in the earthly realm after death. And there can be no sanctuary on the Night of the Walking Dead! Set in a zombie-infested swampland, "Night of the Walking Dead" is an ideal first-time Ravenloft adventure. Players must unravel the mystery behind a string of murders and disappearances in a village plagued by ambulant undead—and all is not as simple as it seems! The hour of fear is upon us. Are you ready to face the Demiplane of Dread? TSR 9352
Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3
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!
This side trek encounter challenges the heroes to recover a precious item from the lair of an evil hag. Estimated play time - 2 hours. This product contains a pair of encounters designed to challenge 4th level PCs. It also includes an extensive backstory, new monsters and new magic items to add to your campaign. The encounters are easily adapted to almost any campaign setting. The text includes optional changes that DMs may consider when running the adventure for their own campaigns. This side trek encounter is the final chapter of a three-part "Fey's Bargain" encounter series.
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
Pridon's Hearth is Sargava’s newest colony, pushing the country’s borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm! Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region. Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!