The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors are true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurer's boat is waiting! This module is designed for use with the D&D Basic Rules. A trip through the wilderness begins a unique challenge for the novice player and Dungeon Master. TSR 9078
Something is rotten in Rhoona... When the grotesque god, Cretia, casts his ugly shadow over the town, strange things start happening. First, Duke Stephen vanishes. Then bizarre proclamations begin coming out of the Ducal Palace... Dwarves are outlawed... taxes must be paid in beer... horses must be ridden backwards. Soon the entire town is in an uproar and a Dwarven army is marching on Rhoona. This is the situation when you and your part of valiant adventurers arrive in the suffering town. There you find... A ragged beggar who prowls the streets offering cryptic advice. A mysterious black-garbed cleric planning treachery. A trusted soldier plotting his master's overthrow. A sinister jewel casting its evil emanations over the town. You and your party are Rhoona's only hope. Only YOU can unravel the dark mystery that plagues the town and save Rhoona from...the Curse of Xanathon. TSR 9056
This book goes over the various rules around the faction of the Zhentarim in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure, Barrhindlun sees the adventurers working for the Zhentarim and traveling to the town of Leilon and finding their way beneath to the muddy lost city of Barrhindlun, where bandits of the Xanathar Guild have been sent to reclaim a Crystal Orb.
In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061
Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw! Pgs. 19-50 Updated to 5th Edition in Ghosts of Saltmarsh
SIGIL'S BEEN AT PEACE FOR OVER 600 YEARS. ALL GOOD THINGS COME TO AN END. Six centuries ago, events surrounding the Great Upheaval imposed an uneasy peace in the City of Doors. Since that time, the 15 factions have quietly conducted their philosophical battle for the hearts and minds of all Cagers - and always stopped short of all-out war. But now tensions are flaring, tempers are rising, and the Cage is about to explode into conflict! Faction War is a 128-page adventure that tracks the war from its nefarious origins through its bitter battles to its ultimate resolution and beyond - and puts the future of Sigil in the hands of the player characters. This book reveals secrets, unravels musteries, brings long-simmering plots to ahead, and marks the beginning of a new era for the City of Doors. It also features the following: - New details on Sigil's wards, personalities, and politics - Adventures that draw the player characters into the heart of the struggle and toward the secrets surrounding the war's beginning and ultimate end - Extensive notes on the aftermath of the conflict - A detailed Timeline of the war, including additional events that the DM may use expand to the adventure Faction War builds on story elements first explored in the PLANESCAPE accessories In the Cage, Factol's Manifesto, and Uncaged: Faces of Sigil. Familiarity with those products is recommended but not required. TSR 2629
The characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
The Frozen Necromancer is a three-part adventure for Fifth Edition that takes player characters from levels 1 to 4. This adventure is the first in a storyline of four modules called The Demonplague that can be used as an entire campaign that takes characters from level 1 to 20. The entire adventure (or just pieces, characters, or encounters from The Frozen Necromancer) can be dropped into any fantasy setting with minimal changes
Jack Mooney owner of the "Jack Mooney & Sons" Circus. Wants to hire the PCs to capture a great cave bear with a brilliant golden coat.
From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.
A vanished tome, a faded legend, and the end of the world. Out of the eons, the deadliest artifact. At least one magic-user is required, and fighters and thieves would be very helpful. Magic-users may have a special interest in this quest due to the nature of the item for which they search. Traps and puzzles are a dominant theme, and problem solving is necessary. Pgs. 41-64
A series of small earthquakes have brought a sense of disquiet to the town of Daern Kelton and Roslof Keep. Against these strange earthly portents, the members of the Ivory Scimitar have claimed their place as a true Mithel Company, but even greater danger now awaits them in the second level of the Dungeon of the Black Fey Mithelvarn. What lost secrets will be revealed as they journey below? What new threats and adventures can be had in Daern Kelton? The town opens its doors to the brave new heroes of the Company of the Ivory Scimitar. Here continues the Roslof Keep Campaign in the pages of ROS2, The Tremors in the Machine. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
A new threat preys on the local trade road. Rumored to have ties to the legendary undead wizards, Vecna and Acererak, Geoff the Dread Tailor has awakened to garner his revenge on the living. A group of stalwart heroes must arise to put an end to the Dread Tailor’s depravations or all will be lost. This adventure includes: a small village of friendly allies, an optional haunted ruin to discover, an entire lair of creatures (with map!) to explore, three new magic items, two new monster descriptions, interactive document links, and more fun than a bag of scorpions (don't ask)!
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
A deadly encounter for a party of level 7-10s. Brave the crypt in an attempt to save Lord Eldark's son. This challenging dungeon is adaptable and easy to run in any existing campaign. It has some very tough encounters and is available for free on DM guild!
Your party approaches a barrow at the base of the mountain. A raging storm brews overhead, and as you approach, a bolt of lightning strikes down on the peak of the mound, lighting up the world all around you. A thunderclap momentarily deafens you, and as your eyes adjust to the resuming grey of the dark day, you see a flicker of firelight emerging from the two gaping holes built into the side of the hill. You’ve found the pirates camping within the Barrow of the Raging Storm. As I delivered it to my players, the premise of this Midnight Sun adventure is that some pirates have been attacking ships returning from raids. They have been stealing the loot and the corpses of any slain Nords. Among their victims, a ship from Valthis returns to tell them that the pirates sailed upriver (to hex 506), where I placed the Barrow in my Shadowdark RPG campaign. The adventurers started from there and explored the dungeon thoroughly. The adventure was created using the tools described in the Shadowdark RPG core rules. I created it in about 6 hours between 2024-03-08 and 2024-03-09 and ran it for my group on the 9th. It took about 2.25 hours to play to completion. The party consisted of two level 1 characters and one level 2 character. I had so much fun making and running this that I will continue creating more Midnight Sun Adventures, so stay tuned!
A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 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 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.
Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210
Haedirn Lastlight is a respected elven wizard and sage. After the death of his lover Lyonthel, the elf has been overcome with grief and has locked himself away in his study- a small manor on the cliffs of Wailing Crag. Haedirn has not been seen for over a year now, and those that knew him are beginning to worry. Worse still, a band of ogres has been terrorizing the nearby town, slaughtering the town folk and haughtily boasting the elf wizard is dead. The PCs must put a stop to the ogres' attacks, make way to Wailing Crag to root out the rest of their gang, and lay Haedirn Lastlight's tortured remains to rest.
The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65