Beneath the crumbling walls of a keep lies an unexplored warren of caverns. Within the depths, an ancient evil stirs and forgotten horrors, once relegated to legend, grow hungry and are on the move!
Description:
What begins as simple exploration rapidly becomes a struggle against denizens of the underworld, and the very environs of the underworld itself. Through crumbling caverns and against long-trapped foes, the party is confronted with a threat that places the future of the surface world in jeopardy. Your heroes must act quickly to secure the world, or face the consequences of their failure to halt the advance of the denizens of the hive.
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.
Calpurnia's op to retrieve the Gemini Swords from the Drowned Canyon seemed simple enough. A snatch-and-grab affair, if ever there was one. But then the token of recall went awry and now you're lost.
Description:
Calpurnia's offer to teleport the party into one of the known locations within Arden Vul to seek out the Tomb of the Twins and recover the fabled Gemini Swords held the promise of substantial loot. It seemed like a low-risk operation with a made-to-order exit plan should things go badly. The teleport-in went off perfectly, and the Drowned Canyon was more impressive than you had imagined. As Calpurnia had warned, there were numerous submerged tombs in the flooded Canyon. Your party caught a break and as you found the Tomb of Phocius Tricotor quickly, locating the Tomb of the Twins became a simple matter of elimination. Conversely, the foul beast guarding the Tomb was bad ass! And then the token of recall went awry and sent you to an unknown location, tho perhaps still within Arden Vul. For PC levels 6-7.
Calpurnia's op to retrieve the Gemini Swords from the Drowned Canyon seemed simple enough. A snatch-and-grab affair, if ever there was one. But then the token of recall went awry and now you're lost.
Description:
Calpurnia's offer to teleport the party into one of the known locations within Arden Vul to seek out the Tomb of the Twins and recover the fabled Gemini Swords held the promise of substantial loot. It seemed like a low-risk operation with a made-to-order exit plan should things go badly. The teleport-in went off perfectly, and the Drowned Canyon was more impressive than you had imagined. As Calpurnia had warned, there were numerous submerged tombs in the flooded Canyon. Your party caught a break and as you found the Tomb of Phocius Tricotor quickly, locating the Tomb of the Twins became a simple matter of elimination. Conversely, the foul beast guarding the Tomb was bad ass! And then the token of recall went awry and sent you to an unknown location, tho perhaps still within Arden Vul. For PC levels 6-7.