Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. The land is still riddled with villages in danger, cultists in caves, angels gone mad, eldritch horrors making strange deals, raging dragons, bandits in the woods, and cruel monsters lurking in every shadow. These 13 adventures span a wide variety of locations, environments, creatures, and genres. They are meant for use as quick-play sessions or one-shots, or to be dropped into campaigns as side-quests. These are linear dungeons and mini-quests full of interactivity and strangeness, encouraging exploration, risk-taking, and creative combat. ADVENTURE TYPE: One-Shot / Low Level / Combat / Exploration / Village / Wilderness / City / Subterranean / Dungeon Delve DESIGN NOTES These 13 adventures are intended for low-level characters around Level 3 Overall, these adventures tend to be linear dungeon delves in caves or single buildings 93 unique encounter locations 69 original magic items 71 original monsters (with 28 illustrations) 13 maps/diagrams Each adventure runs 2-4 hours in length
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!
Once a paradise at the heart of dwarfdom, the Valley of the Cracked Helm has lain forgotten for ages, lost to the vagaries of natural disasters, goblin invasions, and generational benders. Over the years since, its name has invoked only shame—furtive, deep-seated dwarven shame—for the valley is where the wild dwarves dwell. . . Valley of the Cracked Helm is an off-beat scenario for old-school style games involving a hidden valley filled with tribal dwarven nudists and exploitative prospectors. It is formatted as a double-sided tri-fold brochure that contains everything needed to run the module. It includes: A ready-to-run module suitable for ongoing campaigns and one-shots. A detailed pointcrawl of the Valley of the Cracked Helm. Dwarves Gone Wild! (This pointcrawl scenario can be dropped into any classic fantasy campaign allowing gratuitous dwarven nudity. More setting than adventure, it encourages/requires referees to improvise or develop content further to fit their own needs. Low-level PCs may need to be lucky or clever to survive.)
A short Adventure that can be used as a standa alone adventure as well as be plugged into a larger campaign for Tier II characters. The Mere of Dead Men is a dangerous place where no one is safe, Orcs have been seen taking prisoners and Lizardfolk have been forced out of their home taking refuge in an old castle. They need help to get out and rescue some that have been taken prisoner at the Mornhaven Towers. Help theLizardfolk gather and prepare for an exit while also protecting them from the harm that dwells in the swamp. The adventure comes with the following: - Full PDF adventure file. - 12 Parchment style DM and Player maps ready for VTT use. - 1” diameter tokens ready to be cut out for use in person as well as files for use in a VTT
The Ghost Tribe of Orcs were driven from their home under Wyvern Tor by some terrible evil. They marched to Phandalin and attacked, only to be defeated. Now the heroes will go beneath Wyvern Tor to discover the terror that chased out the orcs and perhaps find the source of the orc’ssardonyx. Journey to Beneath Wyvern Tor is the third of four parts in the After Lost Mine series. It will play out the journey to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove out the orcs.
"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.
While enjoying some downtime in the coastal city of Forby, a disturbance catches your attention. You quickly discover that there is some trouble in the swampland to the north and the captains that navigate the area are quite upset. Is your group ready to get their waders on and figure out the problem in the swamp?
Introductory module for the Hollow World setting. First Adventure in the Blood Brethren Trilogy. Into the Depths! Under the ruins of Barleycorn Monastery, a tunnel leads one thousand miles downward. Through it, a rescue mission into the Broken Lands turns much stranger. Much more Serious. For the trail leads to the Hollow World. Launch your D&D game players into fabulous lost-worlds adventure across the Hollow World! Travel the Azcan Empire. Explore the secret labyrinth of the Great Pyramid in Chitlacan. Fly to the core of the world and enter the Smoking Mirror, before the monstrous Prince Kano enacts his devastating scheme - a scheme called: NIGHTWAIL! Nightwail is the first adventure for the D&D Hollow World Campaign Set. (The Hollow World boxed set is required to play.) This 64-page adventure fits easily into your existing campaign, either as a stand-alone adventure or as part of the continent-spanning Blood Brethren trilogy. These three linked modules can be played in any order - but the adventure starts here! Easily adaptable to the AD&D game! TSR 9303
The Northmen and their allies play hardball. The Northmen are on a rampage, and only the duergar know why. Discover the secret of the iron orb. In the lands of the Northmen, near the city of Tallborg a mysterious relic was uncovered in a mine: a perfect orb of black iron. The orb was taken to the temple. When Ulvmard, high priest of Odin lifted the orb it revealed its true nature. The orb levitated from his hands, floating before him. The orb had changed Ulvmard, bestowing him great powers. The orb spoke to him with flattery and advice. As he became reliant on the orb, its power over him extended, bending him to its will and taking control. It used him to further its agenda: destruction of the dwarven race and restoration of the duergar! Claiming to be acting on Odin's behalf, Ulvmard lead the Northmen to rise up against the dwarves, and ordered raids to pillage the southern kingdoms for the materials he would need to construct a colossal iron warrior to defeat the dwarves. This adventure has viking and norse mythology influences. Pgs. 50-71
Mother Haggle is an elderly crone who runs a Lost & Found Emporium on the edge of the Misty Forest. The old lady pays her mercenaries well, and attracts all kinds of talent to send on her various errands. Mother Haggle doesn't deal in world shaking problems, but it's uncanny how often simple tasks like "fetch that cow" or "bring me a boggle" end in embarrassment, grievous injury or death. As she always says, it really can't be helped. Using the streamlined Plausible Complications and Unlikely Disasters layout, Mother Haggle's adventures are one-sheet wonders ready to pick up and play with groups of the specified level. Mother Haggle wants her cow back. It seems to get lost a lot, but she doesn't care how much she has to spend as long as her darling gets home safe. Included in Mother Haggles's Notice Board - The Missing Cow are six standalone bovine adventure seeds in which Mother Haggle's cow needs rescuing. She should really keep that cow in a better pen, or lock the gate or something, but who needs common sense when you have money and mercenaries?
Evil Reigns in the Elven Ruins Where elves once built the shining city of Myth Drannor, demons and devils now prowl in search of prey. Ancient evil slumbers beneath mossy stones, waiting for those foolish enough to venture within its grasp. Bold swordsmen, stealthy rogues, and skillful wizards have all met their end within the walls of Myth Drannor. But the lure of the city's magical treasures still draws heroes and villains alike to tempt death—or worse. Drawn by the dream of limitless magical power, the Cult of the Dragon has carved out a secret stronghold in the heart of the ruins. Using the power of a corrupted pool of radiance, the Cultists stand poised to attain their goal of subjugating all of Faerûn... unless a group of brave heroes can stop them first.
What could happen while traveling the vast Savage Frontier? Just about anything! Encounters in the Savage Frontier includes 24 unique encounters of various difficulty that can be used while the adventuring party travels the Savage Frontier. It also includes several new creatures and magic items, digital hand-drawn maps (10 as downloadable .jpg files), and original artwork. Some of the encounters are short and brief, while others may take you a full gaming session to complete. Available for Fantasy Grounds
The Knights of Sum have guarded the western frontier of the Duchy of Starryshade for nearly two centuries. Wingfield Fortress has been the focal point of their power and a safe haven for travelers willing to cross the Plains of Aegoth. As you venture west to further your careers you have received word that the mighty keep has fallen! Are you and your compatriots ready to help the legendary knights?
Will your party survive the frostbite Frostbite Gauntlet? A sequel to The Great Trial, this module is an arctic, highly challenging gauntlet focused on exploration and combat, planned for fours 10th-level characters. The adventure can be also run as a one-shot or as part of any campaign for that level. For more information on The Great Trial, see at the end of this page. The module is divided in two parts: Chapter 1 The gauntlet itself, the party will be taken to a demi-plane against their will and from there, they have a simple goal: leave. However, a powerful undead guardian will make things difficult. The party needs to find some of the sources of power of Deathwings, the guardian, to weaken it and have a chance against it. Chapter 2 After leaving, the group will arrive at a cave complex made of stone and ice. A ancient dracolich names Icingdeath will chase the party, squeezing through the tight tunnels, always on the party' heels. Once out, the party is greeted by Aenor and offered their rewards.
Between the settled human lands and the orc-filled mountains rests the barony of Honshar. The residents have grown used to occasional orc raids, but now they find themselves facing a full-scale war. As if that wasn't bad enough, the orcs have kidnapped an important political figure from Honshar, along with a crucial magical item - the Silver Key. Unless the key is recovered, it could be Honshar's undoing. Both the key and the hostage are being held in the orc city of Krimba-hai, so getting them back will be tricky. However, there is a plan.... TSR 9508
God of Ore is a 3rd-level adventure that takes the characters from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be.
"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."
Your expedition to the wastelands proved fruitless until you came across a group of Bedouins. The locals report that they may have found a tomb hidden below the swirling desert sands. Intrigued, you and your group examine the site unaware that you are about to stumble into the deadly Gonnagetcha Tomb!
The Plains of Dorack are generally controlled by the evil mage Faltor the Demented who resides in his magically created fortress. The Onyx Spire rises in the middle of the Great Plains and the land around it has been cleared for miles so that its owner can keep an eye on his domain. He employs a large number of humanoids as well as humans, and rules out of fear and intimidation. While the powerful mage does not need it personally he finds that having so many minions allows him time for personal research. Those who have met the secretive mage know immediately they are in the presence of great evil.