Swab the decks, swap tall tales, battle ghostly pirates, seek sunken treasure, and face the Dread Grampus in this 2nd-level nautical adventure. Find out if ye be a real sea-dog!
The heroes find themselves facing the machinations of an evil necromancer, legions of undead and fanatical cultists, and a plot to overtake the city - and soon the world. Tier 2 / level 7.
Description:
Situated on the shores of a major trade route is the town of Gullhem, a bastion of law and order in an all-too-often lawless world. Beyond the borders of this walled port town is the vast Blackwood Forest. After a barroom brawl, our heroes are tasked by the Baron of Gullhem to rescue his son, Viktor, who was mysteriously kidnapped from his room overnight, with no sign of intrusion save a mystical pointer directly at the forest. Can the heroes stop the necromancer's plight to spread the influence of the Negative Energy Plane across the entire world?
The local Xulmec tribesmen say the great dragon has not been seen in nearly 100 years, so perhaps its hoard lies unguarded and ready for plunder. Tier 3 / level 14.
Description:
Your stalwart band treks through the trackless jungle seeking the Dragon’s Maw Waterfall. At the base of the falls, behind a massive curtain of water, is rumored to be the cavern lair of a great wyrm... But what role do the heroes play in a blind shaman’s prophecy foretold a century ago?
The legend of the cave reaches the ears of stalwart adventurers. Can they uncover its secret and succeed where others have failed? Tier 1 / level 3.
Description:
A forgotten cavern beneath a lonely hill hides secrets as old as the world. Strange phenomena haunt those who delve its depths. Both the wise and the mad venture within to call upon the cave’s ancient power—and not all reemerge. Will the heroes' bones soon litter the darkness under that distant hill?
Your party has fought through legions of the undead to get to their leader. Are you in time to stop the ritual of summoning, or will you have to face Orcus himself? Tier 4 / level 17.
All-new 10th-level Dark Tower adventure. At the mouth of the Vale of Sovereigns is a massive sphinx monolith. Can you survive the traps, puzzles, and undying guardians of the mighty Sphinx Empire?
Description:
Before she slipped into darkness, the Sphinx Queen Ankharet commissioned numerous stone sphinx structures built throughout the Khonsurian Empire. Some had interior chambers and guarded passages to dusty dungeons deep underground. These were storehouses for ancient secrets, forbidden lore, and knowledge prohibited from mortal eyes. If worthy heroes can survive the deathtraps and puzzles laid by the sphinx, and can somehow curry their favor, they can gain access to an encyclopedic storehouse of esoteric information. 10th-level PCs welcome.
A cryptic treasure map brings you to the Tomb. Can you get in and out with your life?
Description:
A classic Judges Guild dungeon crawl from the Book of Treasure Maps by Jennell Jaquays, circa 1979. Expect some typical 1980s house rules, streamlined play and lots of old-school D&D danger.