The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65
Ranked in 2004 as the single greatest adventure of all time by Dungeon magazine, this is a compilation of three series of modules: the G series "G1-2-3 Against the Giants" (G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King), the D series (D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, D3 Vault of the Drow), and Q1 Queen of the Demonweb Pits. The characters begin by attempting to stop giant raids that have become prolific. They find out that the giant alliance is caused by the drow. They then descend into the Underdark in order to find the drow and stop their sinister plan. TSR 9179
The witch queens of Irrisen must abdicate their thrones every 100 years when their mother, Baba Yaga, places a new daughter on the throne. But one queen was unwilling to relinquish her rule, and led a doomed rebellion against the Mother of Witches. Afterward, Baba Yaga entombed her wayward daughter in an icy necropolis known as the Veil of Frozen Tears, along with a powerful artifact called the Torc of Kostchtchie, hiding them both far from mortal eyes. Now, almost 500 years later, the tomb has been found, and the race is on to plunder its treasures.
Few planes possess the raw malevolence of the Infinite Layers of the Abyss. It is a place of random violence, appalling cruelty, and pure, unadulterated wickedness. Here, unreasoning malice rules, and countless demons torture and murder for the joy of it. The Abyss is innovative in its wretchedness, with each fleeting moment birthing new and awful psychotic acts of utter evil. Those who brave its depths find no relief from its corrosive nature, nor respite from the cancerous seeds of evil blooming within all who tarry here; they find only anguish, pain and if they're lucky, sudden, abrupt death. "Into the Maw" is the ninth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #356 of Dragon magazine features an expanded list of strange and exotic magical items that could be purchased from the mercane merchants encountered during "Into the Maw." In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. Pgs. 48-85
What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!
Hidden in the remote southern range of the World’s Edge Mountains lies a mysterious necropolis known in legend as the Tomb of the Iron Medusa. When the last heir of the dungeon’s long-dead noble builders hires the PCs to explore the forlorn and deadly site in search of evidence that may clear his family name, the intrepid heroes soon find themselves in over their heads. For the Tomb of the Iron Medusa does not give up its secrets lightly, and the dangerous truths that lie within its ancient, trap-laden crypts may have been hidden for very good reasons indeed.
Beginning in the prison of the Castellan of Whitecliff, this campaign arc takes the players from level one to four, presented as a sandbox area in a lonely and gritty peninsula full of villains and opportunities for the players to explore. Much like Stonehell, but for regional play. Published by Coldlight Press
When a series of grisly murders and raids on farms and fishing boats come to light, accompanied by a strange fog, the people of Elmwood need heroes to investigate and stop the attacks. There is hardly anyone in the Moonsea who’s life hasn’t been touched by one of the tragedies over the past years, and these attacks may have deeper causes than anyone knows. Part of the Elmwood Adventures Series
Can the city of Redshore be saved from utter destruction? "The Razing of Redshore" is a D&D adventure that confronts the party with the destructive force of an awakened sperm whale druid and the sinister machinations of a secret cabal of powerful assassins. It is designed to provide such a group with an opportunity to continue their adventuring careers into the realms detailed in the "Epic Level Handbook". This book is not required to make full use of this adventure, though; any pertinent information from the supplement is reproduced here. Pgs. 72-106
The door to the Abyss can be opened with good intentions. An act of mercy released a creature of unspeakable evil. Now, only you have a chance to stop it. A vrock has been trapped inside a stone circle outside the village of Sundown. This stone circle remained untouched for thousands of years, until an unwitting mage decided to depetrify one of the standing stones that he mistakenly thought was a helpless farmer. This released the vrock, who killed the mage and has been trying to regain enough power to plane shift back to its home. This module primarily is based on investigation and problem solving, with a final fight with the vrock at the end. Roleplaying should be emphasized. The town of Sundown is fleshed out with NPCs and stores for player exploration. Pgs. 4-16
Centuries past, Lady Ilse ascended to scion of House Liis by trading the archdevil Mammon what he wanted most: her immortal soul – and a diabolical betrothal. The triumph proved hollow, for every year on the eve of her fell covenant, she was beset by visions of Mammon and her foul promise. Seeking to save herself, she was buried alive, swaddled in the holy symbols of a dozen divergent faiths. This desperate ploy held Mammon at bay for centuries…but a devil can afford to wait a very long time. After hundreds of years, the last of the holy wards has fallen. The devil has come to collect his due. Tonight a storm crashes against the ancient manor house and forgotten spirits rise from the muck and mire. The fallen belfry tolls once more, announcing the hellish fete. As the adventurers arrive to explore the Black Manse, Mammon calls for his winsome bride. He will leave with a soul at the end of the night. The only question is: Whose?
After news of your heroic deeds have circulated, a letter made its way to your hands. "Heroes, I need your help. For years I have been working on a plan to rescue my companions from Ajax's torment. I need your assistance with retrieving the missing piece. Meet me at the High 'n Dry in the village of Moerasby. - Torma" - Combat: Medium to High Depending on if the optional combats are done. - Exploration: Low - Medium There will be a travel montage test. - Interpersonal: Low You will interact with some NPCs and RP, one potential negotiation. - Intrigue: Low No faction dealings or hidden power plays are happening here. In this Side Quest Adventure, the players can start in an inn to meet each other and the Questgiver, then travel through the swamp to an abandoned teleportation structure and reactivate it. It takes them to a derelict space base built into an asteroid floating through the timescape.
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
While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world.
The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts! Continued in Durlag's Tomb.
The adventures in Dalentown continue in The Darkness Beneath Dalentown. Workers in the town’s sewers have stumbled upon the long abandoned halls of the dwarves that once settled beneath this region. What they’ve found is a haunted library. What they’ve woken is something far more sinister! The Darkness Beneath Dalentown features hordes of oozes, undead, and demons festering for years in an ancient dwarven mining stronghold. Now, they are slowly working their way to the surface, and the folk of Dalentown are in dire peril!
The characters have finally escaped from the maze and returned to complete the mission they originally started-they must infiltrate the tower of King Ovar and end his evil reign. Will the characters discover the secrets of the missing queen and the wizard Zayene's influence? Or will they perish in dragon fire?
“Den of the Destroyer” is the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path. In this adventure, the PCs are called back to Brindol by a surprising summons. There they learn that a platinum sword they had collected back in "Rescue at Rivenroar" is no mundane item - the blade is sentient! The blade charges the PCs to undertake a dangerous mission to an abandoned githzerai fortress in order to perform a ritual to awaken the blade's true form. Along the way, they must deal with bounty hunters hired by an old enemy (from "Shadow Rifts of Umbraforge"), and confront a vile gang of gnolls terrorizing Elsir Vale. Pgs. 14-54
A slaver gang known as the Bloodreavers are terrorizing the countryside from their base deep in the labyrinth under Thunderspire Mountain. But these slavers are only the symptom of a larger threat in the bowels of Thunderspire.