A4 - In The Dungeons of The Slave pervipercora.gq, , MB C2 - Ghost Tower of pervipercora.gq, , MB. Hoard of the Dragon pervipercora.gq, , MB. Lost Laboratory of pervipercora.gq, , MB. One Grung pervipercora.gq Yax over at pervipercora.gq posted a long list of free modules. It is an extensive list, but it is missing many of the Living Campaigns (see.
|Language:||English, Spanish, Hindi|
|Genre:||Business & Career|
|Distribution:||Free* [*Registration needed]|
DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc. . This module requires information found only in the D&D Basic. Dungeons & Dragons® Basic Set. Dungeon Module #B3. Palace of the Silver Princess. PART 1: INTRODUCTION. A great many of the things found in the. Free resources for dungeon masters. Here are a few(!) adventures for you to choose from. Along with a link the the adventure resource (pdf) or page you will find.
G1 - Steading of the Hill Giant Chief. G - Against the Giants. G3 - Hall of the Fire Giant King. GDQ - Queen of Spiders. H1 - Bloodstone Pass. H2 - The Mines of Bloodstone. H3 - The Bloodstone Wars. H4 - The Throne of Bloodstone.
I1 - Dwellers of the Forbidden City. I12 - Egg of the Phoenix. I13 - Adventure Pack 1.
I14 - Swords of the Iron Legion. I2 - Tomb of the Lizard King. I - Desert of Desolation. I4 - Oasis of the White Palm. I5 - Lost Tomb of Martek. I7 - Baltron's Beacon.
I8 - Ravager of Time. I9 - Day of Al'Akbar. L1 - The Secret of Bone Hill. L2 - The Assassin's Knot. L3 - Deep Dwarven Delve.
Lankhmar - CA1 - Swords of the Undercity. Lankhmar - CA2 - Swords of Deceit. Lankhmar City of Adventure. MV1 - Midnight on Dagger Alley. N1 - Agianst the Cult of Reptile God. N2 - The Forest Oracle. N3 - Destiny of Kings.
N4 - Treasure Hunt. N5 - Under Illefarn. OP1 - Tales of the Outer Planes. Origins - Quest for the Golden Orb. Q1 - Queen of the Demonweb Pits. R1 - To the Aid of Falx. R2 - The Investigation of Hydell.
R3 - Egg of the Phoenix. The tradition of storm-peace ensures that all grudges are suspended for the duration of the storm. But some shelters are safer than others, and not all beings honor the storm-peace.
The number of ships docking at the coastal town of Seawell has suddenly dropped, and raids by the local lizardfolk are increasing. The missing ships were all approaching from the reef side of the peninsula, so something must have happened to the lighthouse that normally guides ships safely past the danger. But what? Can a wizard and her beloved chef live a quiet life of baking and brewing, or is trouble destined to enter their innocent kitchen?
An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes — and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine — a riddle which may hold the key to vanquishing the ettin. Sionaas, a powerful wizard, started construction of a tower and dungeon in the nearby mountain range, the Windswept Wall. He recruited a large number of villagers for labor from Poisson, the nearest point of civilization in the area.
He pays well and treats them kindly. Two days ago, something terrible happened at the site and a messenger was sent to Poisson: An unusually severe drought in a remote area recently worsened dramatically when three lakes dried up almost simultaneously.
The locals suspect foul play, and the foulest player they know is a bugbear named Relgore — the leader of a highly successful group of humanoid bandits. Could he be seeking revenge for the militia attacks that recently dispersed his band?
Many hunters choose to try their mettle against the Timberway lion — a native of the Timberway Forest whose pelt brings top coin in the surrounding frontier towns. Those who make extended trips into the forest often use Bluerock Lodge, a retreat built just for hunters, as their base. But this season, Timberway lions have become quite rare. Why the sudden drop in population? Have they simply been overhunted, or is something more sinister afoot? Freelance writer Angel Leigh McCoy offers the latest in our series of monthly free adventures.
Three-Dragon Ante is the exciting card game that both you and your characters can play though playing against your character would take a lot of good roleplaying.
You can play it with your friends when you need something fun to do between slots at a game convention or while getting food at the local fast-food place, or you can play it as a tournament for prizes. Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships? A strange light shines at random times from a distant hilltop in the Khud-Al Jungle. Unexplained fires plague the town of Tooj-Reh, on the border of the jungle.
Is it a coincidence that the fires happen only while the strange light shines? In The Vessel of Stars, the player characters find themselves escorting a child queen to a mysterious location in an area stalked by extraplanar horrors, their goal blocked by alien assassins and secret forces. Will the queen escape and return home to rule? So they offer a deal to your group of adventurers: Root out the humanoids and you can have the keep as your own base of operations.
In the light of a brilliant new star, a young man arrived mysteriously in the hamlet of Elton. Seemingly in need of aid but unable to communicate with the natives, he was adopted by the village, whose people quickly grew to love him. But after a few short weeks, he was kidnapped in a raid by horrid, buglike monsters led by a blue-skinned ogre.
Can the PCs save him before the leader can carry out his nefarious plans? When the great sphinx Ujaset is slain, his ghost offers treasure to any heroes brave enough to avenge his death. Can your party solve his One Last Riddle to discover and defeat his killers? Sounds easy.
What could possibly go wrong? In The Ghosts of Aniel, a small elven village in the Celadon forest suddenly becomes haunted. Since every resident of the peaceful town has vanished, no one knows if other settlements are in danger. Jindra, and Robert Wiese. Last summer, we ran our first Creature Competition: At the conclusion, the lovely succubus paladin Eludecia took the crown. With the conclusion of our Creature Competition: Dragons event, we felt it was finally time to offer the online adventure Eludecia has long been promised.
While her Fight Club stats have been released, the following adventure now introduces Eludecia to your players that is, should they succeed in its goals.
Deep in the heart of the city lies that strange edifice. Everyone knows about it or, that is to say, everyone knows it is there. No one ever really seems to have much more information about the granite structure, except that it has no windows or doors, and it is surrounded by swirling wind. Most people call it the Obelisk of the Winds. Tales are told of its secrets, but none of them seems to hold the truth. Two weeks ago, a group of four 4th-level NPC adventurers set out from the small town of Lerick and have not been heard from since.
None of the villagers can guess their fate, and all fear that horrible peril may now be visited upon Lerick. But will they make it back alive from the Test of the Demonweb? The residents of Haskenport are worried — someone is living at the old manor house.
Are they just looking for a temporary shelter before moving on? Or do they plan to bring a whole tribe to live there when the place is secured? Or do they work for an even worse creature that no one has seen yet?
A druid in a small frontier town at the edge of the tundra is gathering stalwart companions for a trading venture across the ice. Only the bravest need apply, he says, for survival in this harsh environment is not easy. But is there more to his venture than he lets on? Who is his mysterious sorcerer client?
The town of Night Falls is in the business of death, and a profitable business it is, too. The nearby Tomb Steppe, a protected graveyard built by a local hero of old, can keep the most restless dead at rest — or can it?
An ancient evil is about to be unleashed upon Night Falls. Can the PCs win their way to the tomb in time? Designer Rich Redman takes us to an inside-out crypt. Who, or what, uncovered this forgotten crypt? What lurks inside? Today, the citizens of the town of Fiore say that the spirit of the dread bandit Mollie McTynker still haunts the ruins of the abbey church.
On moonlit nights, they say, one can see her diamond-bright eyes gazing upon the spot where her treasure lies. What mysterious presence haunts the ruins of the old abbey in the fens? A mad druid named Drylle holds a grudge against the forest village of Sumpter, which he views as an unlawful encroachment of civilization upon wild lands. In an effort to drive the villagers away, he has brought unseasonably hot and rainy weather to the area. As a result, the nearby river and lake have flooded several times, and crops in the village gardens and orchards have rotted from excessive moisture.
Rising temperatures, high humidity, and disease brought by insects attracted to the standing water have already caused the deaths of several villagers, and more may follow any day.
Still, the villagers have held on, demonstrating the characteristic stubbornness of pioneers. Some he has brought through coercion; others have joined him willingly, lured by the promise of rich feeding grounds. Once starvation and disease have weakened them enough to prevent effective resistance, he will send in his troops to finish them off.
Only the PCs can save the village now. This small but extremely efficient band specializes in vengeance. And woe to those who find them looking in their direction. The Council of Wrath is an organization of mercenaries that fulfils a need: Mainly made up of assassins, the Council will do whatever it is hired to do to get revenge for a wronged party.
This includes blackmail, public humiliation, destruction of property, and other illegal activities. Fang, Beak, and Claw involves an evil druid of Malar, his cronies, and a tamed owlbear. One such spy has gained vital information that could prevent a war and stabilize the entire coastal region, but his ship was lost at sea before he could deliver his message. Was it an accident, or could some evil force have an interest in preventing his information from reaching its destination?
Bandits have been preying on the caravan trade of late, and the number of burglaries and kidnappings is on the rise. Can the PCs penetrate the bandit lair and slay the leader before any more locals vanish?
A round building with an impossibly tall, conical roof seemingly rises from a frozen lake.
What secrets does this odd structure conceal? Are its inhabitants harmless eccentrics or deadly foes?
Bhishana Bhaga is an old rakshasa searching for a comfortable place to retire. No fool, she knows she must find a place secluded from the eyes of civilization to have any hope of escaping constant battle with the forces of good. She also wants a place that allows her to live in the rich manner she has become accustomed to, able to support one or more guardians and near some form of settlement to provide her with amusements. Bhishana Bhaga has finally found a locale she likes — a small gnomish mine deep in a mountain range.
Making a pact with a metal-hungry delver named CrushStone to guard her new home, the rakshasa has driven out most of the gnomes and begun to make preparations for her occupancy. Taking the form of an elf maiden, she ordered rich furnishings and decorations to make the mine an underground palace.
If she is to be rooted out of these mountains and the mine returned to the gnomes, the best time to do it is now. When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried.
Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun?
The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge local check DC 15 will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea. An invitation to dinner and a moonlight hunt has arrived from a local nobleman.
His reputation is good, but why should he invite a group of simple adventurers to one of his famous parties?
Could he be expecting some unusual trouble there? Andalor, the mayor of the town of Redcliff, has mysteriously disappeared. Reports indicate that he may have gone to the long-abandoned Temple of Heironeous.
But why? The place is haunted and cursed, and recently strange sounds and lights have emanated from it at night. But their raids have always been poorly organized before. Have they found a new leader capable of using their abilities and ferocity to advantage? And if so, can they be stopped before lives are lost? Like many other towns, Evenfall has just begun to heal from the war that ravaged the countryside for so many years.
Set away from the town, five older graves, and one very fresh one, mark the location of the Twin Oaks graveyard. All five of the older graves are marked by weathered headstones proclaiming their names and the fact that each of the dead perished within the last 10 years. The newest grave, however, is unmarked… there has been neither time nor opportunity to craft a headstone for the unfortunate person who died very recently. Oblivion is a town like no other.
Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries.
What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Self-Fulfilling Prophecy? LVL 11 by Gwendolyn F. Long ago, a sinister drider imbued a magical rod with his essence and intelligence — and his hatred of the drow. This dangerous item, called Dark Fate, was responsible for starting a drow civil war that decimated an entire city in centuries past.
With the recent return of a visiting comet, an old, near-forgotten prophecy about the rod has resurfaced. Now both a party of holy adventurers and a drow faction journey to the ruins of the destroyed dark elf city to get their hands on the rod. But which group has interpreted the prophecy correctly? And what about the driders who now live in the dark elf ruins?
Courtiers disappear without a trace or die under mysterious circumstances, those in power change their minds without apparent reason, and courtiers with unpopular opinions encounter personal emergencies that force them to leave the court.
Can the PCs find and expose the nefarious source of these strange events? The white dragon Hinterbite has kept the barony of Icenvale rulerless and poor for centuries.
But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. A race of cruel undersea creatures called the kopru once conquered a vast expanse of territory and established a huge, underwater empire. Since the demise of their civilization thousands of years ago, their race has steadily declined, until it became a mere shadow of its former self. Most avoid their ancestral ruins because of the powerful magical safeguards placed there by the conquering elves to bar access to those sites, but recent raids in the area of a ruined kopru city suggest that one matron may have found a way around them and begun rebuilding the once-great Kopru Empire.
Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard? What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company? Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants.
The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.
The couatl Tlanextic saved the village of Pearlglen from a terrible plague many years ago, and now he has returned. But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? Blood is thicker than water, as they say. But what happens when people use ties of blood to exploit others? Merchant caravans have been disappearing as they cross the sands. Who or what is responsible and, most importantly, why is it happening?
The PCs can make strange alliances or deadly enemies as they seek out answers to these questions. Charasta, an old white dragon, has not reached her age by being unprepared or foolish — she is, in fact, much more intelligent than most white dragons.
Her lair is well defended and tailor-made to help her defend herself. What haunts the woods surrounding the ghost town of Friezford? And what lurks in the shattered remains of its buildings? Are there really ghosts in Friezford? Or does the place hide more material dangers? Petrification is one of the worst possible fates in a fantasy game.
This power is certainly what makes otherwise standard monsters such as the basilisk and cockatrice so feared. How much more frightening is it, then, when the source of this effect cannot be seen? Hollyvyre saw her husband eaten right before her eyes by a giant sea monster that walked on water.
Are the two events connected? What would a sea monster want with corpses? It is said that the loss of love can drive men mad, but in this new adventure by Darrin Drader, it results in a search for vengeance that spans more than years. Can the PCs stop the man whose hate has turned him into a death knight before he takes his final revenge?
When the dreaded black rain falls, all those who revere deities or rely on them for power and protection cringe in fear. The black rain forms a wall between the mortal and the divine and thus, when it falls, clerics lose all ability to cast spells and work miracles. Only the foulest of villains would use this opportunity to strike against the near-helpless clerics of an otherwise powerful temple.
When the black rain falls, the temple of St. Cuthbert comes under siege and a magical barrier prevents anyone from helping the beleaguered clerics and temple defenders inside. Someone has to find a way to aid them, and quick! Set high in a mountain range on the edge of civilization is the Green Lodge, once headquarters for one of the most famous hunting clubs in the world. The members gathered once a year to boast of their exploits and show off their latest trophies.
Ten years ago, bragging rights went to Lord Rowan Fane, who brought in the twelve stuffed heads of a runt Lernaean cryohydra. Unfortunately for the members of the lodge, the spirits of the creatures they killed for sport did not rest easy.
The idyllic mountain village of Sarwin has long been one of the most relaxing and secluded locations in the nation. Situated on the edge of civilization in the shadow of remote forested mountains, this tiny town is an ideal place to retire after a long life of adventuring.
Watched over by the benevolent Sarwin family in their nearby castle, it is a place strangely untouched by the barbaric orc tribes and sinister monsters of the nearby wilderness. Certainly nothing dire could happen here. Certainly this place can last forever…right?
Earthquakes, tidal waves, and volcanic eruptions have suddenly wracked Porthaven, a city normally known for its mild weather and calm seas.
The root of the problem is an arcane machine built to protect the city years ago by extraplanar creatures called modrons. Can they get the machine working again before the city of Porthaven is wiped from the earth? The protector of Silversands — a gold dragon named Miraxacalas — is missing, and an immense black dragon has demanded tribute from the town. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain.
The inmates have control of the asylum and they wait to ambush the PCs. Deep beneath a forlorn volcano, long dormant but active with the servants of the Elder Elemental Eye, lays a dreadful thing—a fragment of He of Eternal Darkness brought low ages ago by powerful magic.
For centuries, the abomination has waited, growing fat on the prayers of those mortal above that gave their lives and those of their sacrifices to honor their insane master. Never content with such petty supplications, the entity divided its minions into factions and turned them against one another, compelling them to fight and murder, to harvest the souls of their brethren in evil. Each new death fed the elder evil, awakening a dire intelligence and a grim awareness until it took a name and found its purpose.
It became Shothragot, the Herald of Tharizdun and the key to unlock the dread prison. After they defeat the initial group, they can enter the Plague Tree, the source of the attack, and deal with its denizens. If they persist, they eventually face the marrash Kizhaam, a plague spewer, and possibly even the necronaut. When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory.
All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway.
But this Side Trek focuses on the really intriguing column on the teleport chart: Years ago, a wizard aspiring for lichdom named Acererak clashed with a paladin named Sir Pentivel, who was rising in the ranks of his faith. Their contest of might and magic resulted in the defeat of Acererak, who fled from his enemy before he could be slain. Long years passed and Acererak brooded over the setbacks Sir Pentival had imposed on his plans.
Acererak attained his goal of lichdom and later transcended his physical form to that of a powerful demilich whose name has evoked fear and awe for decades. Sometimes the PCs get stuck on a matter of plot. Rumor or random chance leads them to a crossroads just outside of town where a caravan of ushemoi from Monster Manual V have constructed a primitive gladiator ring.
Matthew Conklin III. A grateful Sadel asks the characters to help Autumn whom she has sent into hiding at an old mine entrance south of town.
However, the attackers are no orcs or goblins; they are something far stranger and their appearance leads many people in the community to believe that more attacks will follow. Each year in the village of Steeplefall, the villagers celebrate the Day of the Straw Men.
A villager must merely whisper his or her sins to the small effigy, then burn it in a massive fire at the town square to be scoured clean. Can the characters save the festival and the innocent townsfolk in attendance? Even if they do, who or what was behind the attack?
After a recent expedition to just such a tomb, some adventurers brought back more than they bargained for. A few nights after the expedition returned, corpses began appearing in the morning streets, drained of blood. Use the modules as they are, modify them for newer editions or use them for inspiration. Her Dark Majesty trilogy, part I — A Moon ago, the six most powerful clans each sent their champion to discover the source of blight.
The six never returned, nor has any trace been found. Who can say what evil lurks amid the towering peaks and shadowed fjords? Where his bravest warriors have failed, Yngvar has called for outlander heroes to aid the Clans, promising great rewards and immortality in song. Who knows what danger lurks in those vast shadowed heights where the northern lights play? Can you save The Land Of Song from the evil that threatens to overwhelm it. Around years ago, Saint Endra the Demonslayer waged battle against an infernal outbreak.
All along the rocky, stormy coast of an inland sea, villages and settlements were being decimated by bands of gnolls, ghouls, and worse. Gathering men and women as he went, and from the remnants of the ravaged coastal peoples, Endra soon drew the attention of the foul horde. The druids of Gib Rus have long been tolerant of Ans Neomis and its lords. They felt that allowing the small civilization to flourish near the great wilderness of Gib Rus preserved the balance.
The lords Hearst were always allies of the druids, joining together when the occasional band of humanoids or bandits grew too strong and threatened both locations.
The druids granted the lords Hearst the right to move caravans of goods through Gib Rus along the ancient road, provided that the animals and wild lands were respected. But something has changed under the current Lord Hearst. The forces of darkness threaten the natural splendour of Gib Rus.
Do you have what it takes to save this idyllic corner of the world? The Battle For Gib Rus: Supplementary Documents. The Melford Murder Trilogy I: This adventure can be used either standalone or as a continuation of the adventure presented in The Spider Farm and The Melford Murder.