The woodland surrounding the village of Turvin is becoming a dangerous place. Strange lights and sounds have been coming from deep in the forest, and now people from the village are starting to disappear. Some evil force is turning nature against mankind, and it's up to the PCs to put a stop to it. A D&D adventure for 4th-level characters.
An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?
Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!
Long hidden away in remote vaults and guarded by powerful wards, the ancient Seven Swords of Sin have been stolen and brought together again for a terrible cause. Seven Swords of Sin is a lethal adventure that pits players against a vile enchantress, Tirana, in a trap-laden and monster-guarded dungeon. Only the brave (and perhaps foolish) can survive Tirana's lair and rescue the fabled Seven Swords of Sin from her heinous plot to unlock their deadly powers.
The characters have escaped the maze only to find themselves in strange dimensions of fire, stone and ice, and a strange idyllic hunting ground where all is not as it appears.
The PCs find themselves besieged by marauding elves in a wilderness trading outpost. Can they organize a defense of Outpost Three against the elves and their sinister allies—and figure out why the elves attack night after night? Pgs. 32-50
A horrific drug has seized the population of the strange city of Exag, yet confronting its source only reveals the true extent of a dire new threat. Part one of the Seeds of Sehan campaign arc, this is a D&D adventure for 8th-level characters.
A Scavenger Hunt? The adventure begins in the city-state of Zoa as the wizard Geolain tasks the player characters with a quest to gather three ingredients they will use to forge a magic coin to defeat an evil wizard. Which will be more dangerous to collect, the mysterious diamond touched by death, the blood of a devil spilled by a coward or a blue dragon's breath? As the player characters race around Reanaaria Bay ti find the rare items, their nemesis Daresh the wizard begins to grow in strength and wrest power from the Skryvalkkers of the Lands of Skaarna. Will the player characters find the ingredients and enchant the coin in time? They just might be Skaarna's only hope. Published by Kenzer & Company
What's happened to the Pearl Tower -- an ancient lighthouse built to warn ships away from a treacherous reef? 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?
Prince Zeech, the ruler of the town of Alhaster and lord of the domain of Redhand, is throwing a party. Bandits, slavers, pirates, and worse have been invited, along with a mysterious woman who holds the key to the coming apocalypse. "The Prince of Redhand" is the eighth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #340 of Dragon presents guidelines for what the PCs can do to dress to impress, and perhaps eke out a few precious bonuses on their Diplomacy checks. Pgs. 48-79
The Wells of Darkness is the seventy-third layer of the Infinite Planes of the Abyss, a prison used by demon lords and a graveyard for creatures the multiverse would rather forget. Imprisoned in one of these wells is Shami-Amourae, the Lady of Delights. This minor demon lord and former consort of Demogorgon is one of the few beings who knows the true secrets of Demogorgon's twin personalities and his plot to reconcile them, thereby growing immeasurably in power. "Wells of Darkness" is the tenth chapter in the Savage Tides 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #357 of Dragon magazine features rules for three new binder vestiges connected to the imprisoned demons within the Wells of Darkness. The Prince of Demons hides a secret, one that could well be the key to stopping the savage tide. Yet the only one who knows this secret is imprisoned on one of the most notorious realms in the Abyss. Will the price for rescuing her be too high? Pgs. 52-84
In this Adventure, the heroes explore the lair of an adult green dragon who has become a dracolich. She is served by living and undead minions and slaves. Pages 302-307
I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.
The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon's spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king's corpse, awaiting only the caress of the funeral pyre to awaken into something far worse than a dragon of flesh and bone. A D&D adventure for 7th-level characters.
Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth chapter of the Savage Tides 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 #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66
A short adventure for the Midnight campaign setting from Fantasy Flight Games. The adventurers must contact a recently-captured resistance fighter to uncover the identity of a traitor.
An adventure for the Midnight campaign setting from Fantasy Flight Games. While sheltering from a storm alongside a Shadow patrol, the adventurers discover that their hosts threaten both sets of guests. Published by Fantasy Flight Games
When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78
The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.
The Shackled City Adventure Path enters the home stretch as the forces of evil take direct action against the heroes of the Cauldron. Dangerous secrets are revealed, important NPCs bit the dust, and your heroes will never know who to trust again! This adventure is seventh part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97). Pgs. 36-67