The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.
The players are tasked by a mysterious Wizard's servant quest to recover the two gems of the Twofold Talisman: the Heart of Light and the Ebon Stone. The quest for the Heart of Light takes the adventurers to the Wizard's own mansion. Pgs. 43-54
A Deadly Curse is Spreading! Morrick Mansion and the surrounding vineyards were deserted years ago when a terrible curse twisted every living thing on the property into a mockery of its prior form. Once whispered about and avoided, fear now grips the land. The curse spreads and someone needs to stop it. Can you find its source and cure it forever, or will the very curse you are investigating touch you with madness? Hatred, Death, and Danger! Morrick Mansion challenges adventurers to battle strange, mutant creatures in an effort to solve a mystery and stop an insidious curse. Do your players dare enter the mysterious mansion and can they survive long enough to discover the source of the curse?
A Wall Beyond Fury is a companion adventure made to go along with the events unfolding in the Folio #13 (AT3 Playing Down the Dawn). It contains the information needed to run a side adventure that will help characters in their fight against House Vash. The blood fued with the Vash is almost at an end, but the abduction of a former ally and a last cog in the Vash machine must be taken care of. Now, the heroes must enter the Ebon Swamp in search of answers and revenge if they hope to finally put an end to all that has befallen them since they first entered the great city of Taux. This adventure is formatted to both 1E & 5E gaming rules.
You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108
Sinister, twisting images...Horrific nightmares lurking at the corners of the mind...These are descriptions used to tell the tales of the Labyrinth of Madness. But these tales of the labyrinth are only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live a while longer." Now a powerful temple suffers from a tragic curse that is somehow linked to the labyrinth. Does there exist a group of heroes who can penetrate this dark and terrible place to life the curse...and survive? Labyrinth of Madness is a multiple-level, three- dimensional dungeon adventure, a puzzle within a puzzle, that commemorates 20 years of gaming with TSR. TSR 9503
The widow insists there are demons in her house. She hears them at night in her root cellar, and now they call out to her. But she is old and nervous and her mind often plays tricks on her. * * * Two men, their heads fully sheathed in large, black hoods, dig quickly in the darkness of the cellar. The hole grows deeper as their shovels bite into the earth. "This will teach those meddlers their place," laughs the tall, hefty figure. "But it's too bad this was an accident," the shorter, slim figure says haltingly. "But don't you see the advantage?" snapped the tall man. "They will fear us now. They will fear for their lives." Grunting. they heave a sailcloth bundle into the hole. As it falls, a woman's hand dangles lifelessly from the folds. Who is the woman? Why will her death trigger riots and unrest in the city of Specularum? And the assassins: Are they Torenescu, Radu, or Vorloi? Or, curse of curses, the Veiled Society? This special game adventure provides a section of paper buildings and figures to cut out and use, giving you three dimensions to your game play! TSR 9086
The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series. WOTC 88167
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
Having now realized that they require 4 Mithel Standards at the same time, the Ivory Scimitar will be faced with actually taking a Banner from another Mithel Company. This scenario pits the characters against the waning might of Men of Iron, and should allow them to claim the Banner for House Aldenmier, thus guaranteeing that they can clear the final level of Mithelvanr's Labyrinth. This adventure is formatted to both 1E & 5E gaming rules.
The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.
You've just inherited a castle! And now for the bad news... All it needs is a good cleaning out. Pgs. 6-14 & 36
Beneath an ancient castle on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held. Seven stalwart adventuring companies, each representing a wealthy noble house, delve into the depths of the Dungeon of the Black Fey Mithelvarn. Each races to be the first to claim the power of the infernal machine that drives it, and find the Elixir of Immortality it contains. Can your party take up one of the relic banners and face the challenge of the dungeon, as well as the lethal competition from other companies seeking the prize? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
In this adventure the heroes invade Susurrus, the palace of the githyanki lich-queen and attempt to end Vlaakith's reign forever. The adventure begins when Zetch'r'r, a githyanki warlord petitions the heroes to confront and destroy Vlaakith. However, the lich-queen's spies know of Zetch'r'r's treachery and are preparing to deal with him and the PCs.
An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188
Rumors fly up and down the river. People have vanished. Bodies have appeared, horribly mutilated. Death stalks the streets of Zobeck, and the people are afraid. Will you stop the killer before he strikes again, and again … and again?
The humble hamlet of Brackinstone is home to a small community of halflings dedicated to the goddess Yondalla. When a raiding force of bullywugs threatens the isolated settlement, the player characters are asked to intervene on Brackinstone's behalf. However, it soon becomes apparent that something sinister is at work in the otherwise innocuous hamlet. What's included: 1 uncanny adventure divided into single-page sections for easy running 3 extra encounters that can be added in to add tension or increase the difficulty 2 fully-colored maps with unlabled versions for players (made with assets from 2-minute Tabletop) 9 custom NPCs with clickable links for quick access to statblocks 4 story hooks to continue the adventure afterwards (depending on the characters' actions) Content Warnings: Violence, death, abduction, psychological manipulation, body horror
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.
The Rise of the Runelords Adventure Path continues! A sudden string of brutal killings terrorizes the town of Sandpoint, and the killer's mark bears a familiar shape. Investigation leads to the Lost Coast's most notorious haunted mansion, a dilapidated ruin that has become the lair of a monstrous murderer. Yet this killer is but one of many, a member of a group of fanatic cutthroats calling themselves the Skinsaw Men. To defeat the cult, the PCs must travel to the bustling city of Magnimar to unravel the sinister source of these murders before they become the Skinsaw Men's next victims!
The sleepy forest town of Aulbesmil has seen better days. Orcs and monsters lurk in the woods now, but the real menace hides in the town itself. The PCs arrive in town to investigate a mysterious tragedy that has befallen the townsfolk. As they explore the town, they learn of other strange happenings and must assemble the puzzle to figure out who is responsible for the thefts and disappearances. Eventually, they track down the baron's culprit and bring him to justice, as well as liberate the captive nephew of the Baron. Pgs. 16-28