A hidden trail leads through a swamp to a dilapidated shrine. A profound evil is nearby. The shrine is either to a powerful dead thief, or a god of thieves. A cool, simple little puzzle protects some treasure. Just cash! No items. A short interlude designed to be dropped into an ongoing adventure. Pgs. 61-63
In the kingdom of Minoxia, the dragon Oxitorus rules the people with a disease his breath causes. A rebel approaches you and implores you to investigate a lead he has on a cure. The travel through Minoxia's swamp will be difficult, and you can't trust anyone, as the tyrant's spy network has roots everywhere. What will become of you, even if you succeed?
The caravan master Santos Boromite was personally assaulted and his Euriduis, the symbol of caravan power, was stolen. The item signifies full authority over all legs of the caravan and in the wrong hands would wreak havoc. You have been summoned to speak with the Governor Lando Shardo at once to save Timel yet again! Can you find the bandits responsible for the theft and bring them to justice. Timel wants a caravan traffic and unless this matter is taken care of quickly that won't happen. Just when you think you have it figured it out it turns out you were wrong!
Unwrap this player-driven winter mystery for four to five characters of 5th level. No more railroads. Every decision matters and changes how the story unfolds. Branching paths, multiple dungeon entrances, and a myriad of potential conclusions—this adventure provides endless fun with rewarding choices and a range of challenges for any character. This product includes: - 4 to 6 hours of play packed into 15 pages - High-resolution VTT maps of the temple - 6 new monsters, including Brain in a Jar and Workshop Devils - 7 stand-out NPCs with clear motivations players will love or love to hate - The perfect adventure for the holiday season, including a Midwinter festival with two classic games reimagined using D&D rules—snowball fight and charades - All magic items and stat blocks detailed in the appendices for easy reference Content Warning: Animal mutation, blood, enslaved devils, undead, torture,
The Cost of Beauty Deep in the snake infested jungle of Serpent Isle stands an ancient temple. Rumour has it that something still lurks in that place. Something evil from a lost era of devils and darkness. Now fishing boats are going missing off the island’s coast and dark shapes can be seen moving through the undergrowth. Could something have remained on that cursed isle?
The Approaching Swarm is a short adventure for four 9th-level characters. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. A band of rag-tag settlers have carved out a small settlement, called Crivdall, on the edges of a great swamp that is infamous for its terrible creatures. The area is rich with resources, and the settlers have done well hunting and foraging in the swamps. Unbeknownst to them, however, an insane druid has taken notice of their transgressions and wants them to leave. The druid, Aleretheral, is a half-orc with a curious affinity for insects and vermin. The swamp is home to numerous breeds of monstrous insects, some of which the druid has begun to breed to make them even larger and more aggressive. Through his abilities, Aleretheral has set enormous vermin onto the helpless settlers, preying on them as they venture into the swamp. With autumn rapidly coming to a close, the settlers are becoming desperate as more of their numbers are killed by hordes of marauding vermin.
For those who trekked through Jeopardy Caverns and Urgoth’s Canyon a short trip to the north will land them on FV3 – Road to Kak. From this location the party can continue on their quest of fame and fortune with a variety of different encounters. Much like the canyon adventure this one presented different options of travel for a group of young adventurers.
The Full Campaign - Updated for 2020! On Shadowed Shores In a land few have heard of, and fewer still have visited, lies untold adventure, treasure and fame. The renowned Captain Farsail has sent out word that she will undertake an expedition to Serpent Isle, but is in need of a crew. Anyone able to hold a sword or cast a spell is welcome, but be warned, the island is as deadly as it is beautiful.
Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081
While sitting around your favorite tavern, a loud explosion shatters the serene mood of Moscow. You sprint to the source and discover the distillery has exploded. The glum populace grumble loudly. With winter setting in and nothing to do the citizens rely on the libations from this business to cheer them up. You are approached to scour the canyon area before the winter sets in to find a few extra kegs for the people.
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
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].
The natural world is dying and Thymia Scarletscale has had enough. It's time to destroy civilization and pluck the humanoid parasites from the face of this world. And honestly, is she wrong? Will the players succeed in infiltrating Thymia's lair The Verdant Phronstistery and bring an end to her schemes? Or will Thymia & her team of yuan-ti research assistants create an army of monstrous insects to wipe humanoids from the face of the world? Greenhouse of Nightmares is the first installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches. A 3-5 hour Dungeons & Dragons 5th Edition adventure for Tier 4 (level 17-20) characters. This adventure includes: 6 Random Encounters for a Deadly Swamp, Battle Tactics for a 3-Stage Boss Fight, a CR 26 Medusa Lich with New Legendary Actions, 7 New Monsters, & 2 New Magic Items!
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.” Hoist your sails, pull up anchor, and set a course for adventure!
A group of snaketongue cultists has occupied an abandoned, partially sunken temple near a swamp. They grow impatient waiting for their yuan-ti master to join them, unaware that he has been slain by a rival faction of yuan-ti. Frustrated, the cult strikes against nearby villages in the hope of drawing the favor of Zehir. Investigating rumors of a serpent cult harassing a nearby town, the PCs have explored the swamp and discovered the overgrown temple. Its once-ornate stone door now hangs off its hinges, providing a narrow space for one character at a time to squeeze through. Pgs. 42-47
The Frog People were never a threat before, more of a nuisance really, they would show up once a year steal a few things and drink some ale. Then they would be gone. This year though they did not leave and now they are taking people! The town needs help and it has found it in you and your friends.
This adventure is part of TSR 9386 FRM1 - The Jungles of Chult Introduction: Lord Onovan of the Dales stumbled through the underbrush, his clothes in tatters, his body aching from a tenday in the jungle. The food was gone; the water, too. The last of the bearers had fled hours ago, leaving him nothing but the tunic on his hack and the sword in his hand. Through the lush curtain of vines and broad-leafed plants surrounding Onovan came the ominous sound of Batiri war drums. He glanced up at the thick canopy high overhead. The sun was going down. The goblins would be after him soon. The howling packs would trail him like bloodhounds through the jungle until the sun drove them into hiding again. Panic closed around his heart like a stone giants fist, crushing his dreams of escape. The goblins had killed Kadir Silveraxe and Ryn the Bold as if they'd been stripling warriors, not experienced sellswords. And if stout warriors like them were no match for the Batiri, what hope did a gentleman explorer like Onovan have? That grim thought flew from the explorers mind as he pushed through a tangle of saw-leafed vines. The creature lurking there in wait for him was huge, at least as tall as a two-story building. Splashes of browns and greens covered the beasts scaly hide, perfectly masking its bulk against the jungle. A dinosaur! Onovan noted in fearnumbed awe, just before the allosaurus snapped him in two with its powerful jaws and row after row of daggerlike teeth.
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
The woodland surrounding the village of Turvin is becoming a dangerous place. Strange lights and sounds have been coming from deep in the forest, and now people from the village are starting to disappear. Some evil force is turning nature against mankind, and it's up to the PCs to put a stop to it. A D&D adventure for 4th-level characters.
Blackwater Redux is an Eberron adventure designed for a group of five characters starting on 1st level. It brings the group to the backwater of Khorvaire, aptly named the Shadow Marches. By the end of the adventure, the characters should reach 5th level or higher. To run this adventure, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, Monster Manual, and Eberron: Rising from the Last War (RFTLW). Blackwater Redux is a dark, hopeless adventure with strong horror notes. It is inspired by Apocalypse Now by John Milius and Francis Ford Coppola, The Heart of Darkness by Joseph Conrad, and The Call of Cthulhu by H. P. Lovecraft. Consuming these before running the adventure is highly recommended. The adventure’s themes loosely touch on current and past real-world conflicts. If one or more of the players are former or active soldiers, make sure to discuss the campaign’s content beforehand.