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!
Inspired by the campaigns featured in the Critical Role podcast, this adventure takes place in the land of Exandria, with players tasked with uncovering the secret behind an ancient underwater realm known as the Netherdeep. The campaign itself is designed to take characters from Level 3-12 and also explores a large area of the continent of Wildemount.
The sewers beneath Mulmaster have always been dangerous, with countless stories of brigands, murderers, and worse that lurk beneath the streets of the City of Danger. But those stories pale in comparison to a new threat under Mulmaster, one brought to light by a strange and disturbing corpse recently found. It is up to you to learn the terrifying truth of what lurks below.
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
As the story goes, worshipers of Bahamut and worshipers of Gruumsh spent years warring. As the dead piled up, a Bahamut faithful crafted a weapon of devastating power. Most of the inventor’s peers balked at its use, but some felt it was justified. Those few who used the weapon were twisted into mad, dark beings by its corrupting power. The rest of Bahamut’s flock locked them and the weapon away in a dungeon prison. The dungeon and its terrible secret were long forgotten—until a group of rakshasas happened across the ancient tale. Now they seek the weapon for their own designs. Pgs. 132-137
The Bloodhand orcs have a prisoner that may hold the answers to the strange goings on and the key to stopping the enemy. What can you do to convince them to hand the prisoner over? Part Twelve of Misty Fortunes and Absent Hearts.
The time has come for the brave and the bold to put an end to the machinations of Maerimydra’s demonic occupiers and their fiendish fire giant ruler. This will be no mean feat; the city is a cesspit of corruption and madness. You will have help, however, as an unlikely group of allies have gathered to your side in the Underdark beneath Faerûn. Danger, glory, and redemption await those brave enough to seize it. With allies gained from denizens of the Underdark, the former drown enclave of Szith Morcane is on the precipice of being retaken. During the battle for Szith Morcane, secrets of the drow community are revealed. What will you do with this knowledge, and how will it affect the outcome of the conflict?
A magical storm builds over the Anauroch desert bringing portents of death and destruction to Faerûn. Giants imbued with the power of death itself threaten to permanently destroy the giant Ordning and small folk in their wake. Can you stop these unnatural giants and those that seek to control them? A 2 Hour Adventure for 17th-20th Level Characters. Optimized for five 18th-level characters.
The sages of Candlekeep have come calling. They’ve come to Port Nyanzaru on the trail of a colleague. He came to the jungle to pursue his studies in solitude some twenty years ago, but within the last year, his regular communications have fallen silent. They are in search of brave (and discrete) adventurers to escort them around the peninsula for a health and welfare check. Are you brave and discrete enough for the job? A Four-Hour Adventure for 11th-16th Level Characters
“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51
Stonefang Pass wends its way through the mountains of the Stonemarch, home to brutal tribes of orcs. The time has come to clear the pass and gain a foothold, so that it can be used for trade between the town of Winterhaven and the lands beyond the mountains. Brave adventurers are needed to rid the pass of monsters and liberate Stonefang Keep from the orcs. Who’s up for the challenge?
A flameskull lord that calls itself the Bright Lord of Everburning Fire has taken control of a primordial node deep within the Elemental Chaos. It long ago shrugged off the control of its original creator and now follows its own plans and desires. Top among these is the desire to tap into the power of a fire primordial and increase its own status from undead creature to demigod. Pgs. 156-161
"The end times approach. To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware, it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity for PCs to display undreamt-of heroism. . . or fall to ultimate defeat. The Apocalypse Stone is a tool for Dungeon Masters to present extremely challenging encounters for high-level parties, to wrap up a long-running campaign. . .or both. This adventure is a literal universe-ender. Past a certain point in the campaign, there is nothing the players can do. The world *will* end.
In this adventure, the PCs discover that not all souls rest easy, particularly those spirited away to Nightwyrm Fortress. To learn the truth, players must pierce death's veil itself and enter the Shadowfell, where sinister echoes of life wing through eternal gloom. This adventure can be run as a stand-alone adventure or as Part Three of a three-part series of adventures (starting with P1 King of the Trollhaunt Warrens(TM) and P2 Demon Queen's Enclave(TM)) that spans 10 levels of gameplay.
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
A Brelish spy steals and defects with a powerful magic sword and the adventurer's have been hired to track down and recover the item. This adventure features a lengthy chase overland on horseback, on a train, and an airship. Along the way the adventurers will also have to deal with third parties seeking to recover the sword for themselves, such as Warforged agents of the Lord of Blades who have hired halfling mercenaries riding glidewings (pteranodons), and Emerald Claw raiders piloting an opposing airship. This adventure can be run stand-alone or as a sequel to The Forgotten Forge and Shadows of the Last War.
The time has come to venture beyond the village of Orașnou and explore the realm of Barovia. However, in your travels, you happen across an unusual tribe of peopl —distrusted denizens of the Demiplane of Dread. Do the Vistani truly possess the ability to see the future, or is it simple parlor tricks and deceit? Part Five of Misty Fortunes and Absent Hearts.
Tears for Twilight Hollow is about mystery, danger and deceit- the players seek a missing Paladin in an increasingly-troubled town, chasing clues around a village and through a valley only to discover that the Paladin's old friend long ago began worship of an evil S&M goddess. Betraying her friend and trapping her soul in a Devourer, a powerful extraplanar undead creature, the evil priestess continually parades the soul-bereft corpse of their fallen Paladin in front of the villagers in a show of 'sorrow', all the while gaining immense pleasure from the village's pain. Pgs. 62-110