The party arrives at an abandoned outpost in a frozen landscape. The outpost appears to have suffered some strange attack. A halfmad scholar from a distant city hides in the outpost; he is drawn to the region by his visions of a breach in the ice nearby—a breach he believes leads to the realms beyond the stars. Heading east, the party finds that the breach is no simple chasm in the ice, and its scaled guardian does not appreciate its work being interrupted. In this frozen and otherworldly adventure the party must overcome rimy insects, a void dragon wyrmling, and the pull of the breach itself.
In the frozen depths of winter, murderous winds mercilessly batter the crumbling Priory of Cymer. Within, trapped by their duty and the heaped snowdrifts that render travel near impossible, the few remaining faithful huddle together and tend the sacred places of their forbears. With the weather worsening, nerves fray and tempers snap as the wind howls its mournful dirge for the forgotten dead of a fallen time. But the worst is yet to come. One of those trapped within holds a murderous grudge that only blood can expunge and as the storm reaches its savage height terrible revenge is wrought amid the frigid halls and faded glories of a bygone age. A 1st level adventure that is so much more than a trip to stop goblins killing cows. Great NPCs and a great location gives this the feel of The Name Of The Rose.
The party that has made their way along the causeway has arrived on the edge of the sea and has been summoned by the high priest. The party has been asked to help in a mission on Borsk Isle. The group will be providing security to the mountain temple as a relic is going there to be destroyed. The island is home to a variety of creatures, most of which will be aggressive…up for a challenge?
People from all over the world travel to the oracle of the dead, the Necromanteion, to commune with the spirits of the dead. Following a ritualistic preparaton of the body and the mind, a "Seeker", as they are called, enters the Adyton, and with the help of the Prophet comes in contact with spirits. Who would your characters talk to if they found themselves in the Necromanteion? Before you can answer that, you must first save it from a demonic invasion! With the temple in chaos, and foul fiends everywhere, will our adventurers be able to save the Necromanteion?
𝐏𝐚𝐩𝐞𝐫 𝐐𝐮𝐞𝐬𝐭 𝐏𝐫𝐞𝐬𝐞𝐧𝐭𝐬: 𝐓𝐡𝐞 𝐀𝐛𝐲𝐬𝐬 𝐄𝐪𝐮𝐚𝐭𝐢𝐨𝐧 Embark on an unforgettable journey with an immersive 71-page adventure tailored for 6-8 Level characters, utilizing only this book and freely available SRD rules. Set foot in the idyllic town of Suncrop Hill, where mystery looms in every shadow and secrets lie buried beneath the surface. 𝐒𝐨𝐦𝐞𝐭𝐡𝐢𝐧𝐠 𝐢𝐬 𝐫𝐨𝐭𝐭𝐞𝐧 𝐢𝐧 𝐭𝐡𝐞 𝐭𝐨𝐰𝐧 𝐨𝐟 𝐒𝐮𝐧𝐜𝐫𝐨𝐩 𝐇𝐢𝐥𝐥 Unravel the secrets of Suncrop Hill as you brave its hidden depths, confronting challenges that will test your wit and courage. • 6 compelling adventure hooks, for your players to be drawn into a web of intrigue • 6 intricately detailed locations to explore, from quaint taverns to ominous dungeons, each teeming with secrets waiting to be unearthed 𝐓𝐡𝐞 𝐁𝐫𝐮𝐭𝐚𝐥 𝐌𝐨𝐧𝐬𝐭𝐞𝐫𝐬 𝐨𝐟 𝐓𝐡𝐞 𝐀𝐛𝐲𝐬𝐬 𝐄𝐪𝐮𝐚𝐭𝐢𝐨𝐧 • 9 unique monsters, each more formidable than the last, as you fight to uncover the truth and emerge victorious • Each with their own strategic battle tactics, enhancing the thrill of combat for an even more immersive experience • 1 Multi-phased Boss fight that will force your players to be tactical in order to survive 𝐀𝐧𝐝 𝐰𝐡𝐚𝐭 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐰𝐨𝐮𝐥𝐝 𝐛𝐞 𝐜𝐨𝐦𝐩𝐥𝐞𝐭𝐞 𝐰𝐢𝐭𝐡𝐨𝐮𝐭 𝐭𝐫𝐞𝐚𝐬𝐮𝐫𝐞? • 13 unique magic items to discover • 4 items with different rarity variants, reaching from uncommon to legendary, each with its own tantalizing power waiting to be wielded 𝐈𝐭'𝐬 𝐝𝐚𝐧𝐠𝐞𝐫𝐨𝐮𝐬 𝐭𝐨 𝐠𝐨 𝐚𝐥𝐨𝐧𝐞! 𝐓𝐚𝐤𝐞 𝐭𝐡𝐢𝐬. To aid in your quest, equip yourself with our meticulously crafted item and monster cards, perfectly sized for convenience and portability. • 24 magic item cards, the perfect handout to print and hand your players • 11 monster cards, with which you'll have everything you need at your fingertips
Under the Temple Crypt is the first in a series of site-based, Swords & Wizardry** compatible, “micro modules” that can be dropped into just about any campaign (especially a sandbox-style campaign). No underlying story-hook or rationale for exploring the site is given here. This dungeon assumes that there is a temple somewhere with a mysterious walled-in doorframe in the basement crypt. The walled-in doorframe predates the temple itself and leads to ancient subterranean structures that hint of an older civilization as well as an expansive underworld.
This adventure works best after going through the original trilogy (Death, Terror, and Madness in Freeport). After exposing the madness and corruption of the previous Sea Lord, a succession crisis is upon Freeport. There are no heirs to the seat of power, leading the Captains' Council to overturn the Law of Succession. But opening up succession plunges the city into chaos as various factions vy for the title. The PCs will need to survive riots and secret plots to make sure the right man (or woman) ends up with the job.
An introductory adventure for a 1st level party for D&D 5th Edition. The party is asked to maintain order at the local mage's festival, and things get a little weird.
Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.
Death slithers across the Dunes. Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the primordial Ul-Artha said to safeguard a fragment of the artifact known as the Crown of Dust. Can the heroes recover a caravan lost in the wastes, repel the threat of vicious raiders, and win the relic form the perilous temple? Now that Tyr is free of Kalak the Sorcerer-King, opportunity abounds in the city and the surrounding wastes. But some see Kalak's fall as the beginning of Tyr's end, and the unpatrolled deserts nearby are rife with danger. Outlaws openly defy the city's Revolutionary Council and threaten outlying holdings. If Tyr is to thrive, heroes must arise to tame the lawlessness and evil that threatens the free city.
This adventure can be used in any setting that features landowning nobility as a social class. It focuses on the Firebird, a mythical creature from Slavic folklore similar to the phoenix. The characters begin inside a tailor’s shop where they’ve been gathered by Pero Toporov, the best tailor in the city of Krylo. The city is ruled by the confident and insensitive Baron Yuri, who commissioned Pero to create a beautiful cloak woven with the feathers of the Firebird, a creature known for its healing powers. Pero agreed on the condition that their work would be used to aid Yuri's citizens, who have been sick and ailing under Yuri's restrictive rule. Instead, the Baron took the cloak for himself. Pero is hiring the adventurers to help them break into the Baron’s fortress and steal the cloak back without being caught. The characters find a way inside the fortress and break into the dungeon, where the cloak is supposedly hidden away. Within the dungeon, the party finds the Firebird itself locked in a golden cage where Baron Yuri—wearing the magic cloak—is antagonizing it. Baron Yuri attacks them to protect his treasure and is not open to negotiation. However, the characters may try to befriend or capture the Firebird. If they sway the bird to their side it may help them fight the Baron. Once Baron Yuri is defeated, the characters can take the cloak for themselves or return it to Pero. Dethroning the Baron earns them the gratitude of the city’s people. If they return the cloak, Pero pays the adventurers and assures them that the cloak will be used for good from now on. Pgs. 173-179
"As you approach, the miners themselves appear from their hidey-holes around the ruined camp. They are haggard and hollow-eyed, barely able to lift the picks and shovels they've clearly been using as weapons. They are unwashed, muddy and stinking - they look little different to the undead that they have been fighting. Shrouded in damp blankets and shivering, they stare at you silently, even disbelievingly. There is only one left among them who appears to have a little iron left in his spine. He tightens his grip on his pick and steps forward. 'Are you here to help?'" Some doors should never be opened... A group of miners uncover a dark secret and find themselves fighting for their lives as the dead walk again. Can the party rescue the survivors and stop an ancient evil before it spreads across the land? Doorway to Darkness is a 3-5 hour adventure for characters of 2nd-3rd level. It features roleplaying, traps and horrifying combat encounters...
The day has been long and hard and, as night falls, you gratefully surrender to the soft, silent blackness of well-earned sleep. Then the dream comes. You are seated on a throne in a cavern where the sun has never shone; where no voice has ever spoken. Yet you are not alone. Through the darkness, silent figures are moving. Blacker than black... formless yet menacing... advancing towards you from every side... You fell their touch; icy claws plucking at your skin and hair, lifting the throne and carrying you helpless on a journey from darkness into further darkness, from silence into deeper silence. You scream, and a million anguished, reedy voices answer your call. Suddenly you awake... ... and the dream is real. A module printed exclusively in the United Kingdom by TSR UK. Using the 1986 National Garden Festival as its theme, this module was sold both at that festival, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London (hosted by Games Workshop that Saturday, September 27th). It was briefly mentioned in White Dwarf magazine 82, page 49.
Sent on a desperate mission into an unknown land, you must seek out the one called "the Master" and his Temple of Death. There is little time to waste, as you must act before the Master's armies destroy your homelands. But to complete your task, you must battle fearsome guardians, travel through a hostile kingdom, and discover the secret of the master. Can you survive his defenses and win? This module contains referee's notes, background, maps and detailed keys. It is the second adventure in the two-part Desert Nomads series begun in X4, Master of the Desert Nomads, but it can stand on its own as a seperate adventure. Wheter you play Temple of Death by itself or as part of a series, the adventure will offer you hours of excitement and fun! TSR 9069
A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
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.
When elf noble Caracticus Swordstar approaches the party with a fetch quest, it seems simple enough. But the item he seeks was brought deep within the forest, stashed in a long-forgotten mansion, and guarded by a sentimental banshee. The party must navigate the mansion and the entangled pasts of the Swordstar and Shandorel families to finish the job, or find themselves the next undead guests of Giltred. Pgs. 61-67
Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. TSR 9435
A member of your gang awakens in an alleyway with foggy memories of a deal made, a job taken, a partner slain, and a heist planned. They struggle to remember the details, but you all agree that breaking into an abandoned temple should be a simple matter – in and out. Yet the heist is on a collision course with something sinister. What begins as an easy job becomes anything but, as you confront cultists, vengeful spirits, and the servitors of a long-forgotten god. While seeking an easy score, you uncover a plan to strike a blow into the heart of Lankhmar, and no one is safe from the blasphemous plot. A choice needs to be made. Will you stand with the city, or risk letting it descend into chaos? Curse the gods of Lankhmar for their cruel joke that, in the shadowed alleyways of Lankhmar, there is no such thing as a “simple matter.” Officially licensed from the estate of Fritz Leiber.
Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing