Darwell Umbruskor has long been known around town as an eccentric but ultimately harmless old sage. From what you've heard, he keeps odd hours, rarely speaks a word to anyone, and lets no one enter his tower save for a few servants. Though quiet and mysterious, Darwell has done nothing to around undue suspicion. Sir Jeffers, a crusading warrior who just made your acquaintance, claims otherwise. According to evidence he recently came across, Darwell Umbruskor is both a necromancer and a dedicated priest of an evil power. Published by Fantasy Flight Games
A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?
Marek the Stalwart, Paladin of the Knights of the Eternal order has stolen a powerful magical artifact. Fleeing the order’s keep he has left several slain paladins of the order in his wake. Our adventurers have been charged with returning Marek, preferably alive, and the artifact to the Knights of the Eternal Order so he can face trial for his crimes This adventure is designed for 4-6 characters of level 4-5. I would love to hear any feedback you have after looking over/running the adventure. Cover art provided by Marco Ortiz https://www.facebook.com/marcosartcommissions/
In response to a new but as-of-yet-unnamed threat, the factions have called upon adventurers to venture into the jungle in search of a location for a new base of operations. As such, you have been charged with scouting several locations to assess their viability. Surely something so trivial as a scouting mission couldn’t go wrong?
In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).
Watch your step. Out-of-this-world adventure. An odd box falls by a watch tower and its up to the party to discover what it is and why its here. Pgs. 22-29
Everybody's a fool for a lost kid. He wanted power but settled for scraps - for now. The outcast wizard Lertol has adopted two leucrotta, and their team is ambushing passing travelers and robbing them with no-one the wiser. The players first fall into this trap when the leucrottas mimic a lost child and a search party in the middle of a night at camp. If the players leave to investigate the voices, the wizard loots the camp while they are gone. The players can then follow the wizard back to his lair and get their treasure back. Pgs. 48-49 & 28
Emancipation of Clauslandia is an adventure that has your young party meet with several northern lords for a few missions. One of these missions is the retrieval of some holly for the druid Thane Xmas. He will send the party to meet with the Elf lord Nicolanclauthus to procure this item. Unfortunately all is not well in Clauslandia where the Elf lord has been captured! Can your party free Nicolanclauthus and gain the holly needed for a good payday?
The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
This adventure is a prequel to the first ever stand-alone module published Palace of the Vampire Queen by Wee Warriors She is simply called the Vampire Queen. A being so powerful and evil that the mere mention of her title, raises shrieks of horror and anguish. Her reach is seemingly infinite and her machinations sinister beyond the un-derstanding of mortal men. But those very same mortals must stop her. The path to victory leads to only one place. A place of legend and mystery; the Palace of the Vampire Queen! For the first time the ruined Palace Keep is detailed and ready for exploration! The adventure includes one new monster and two new magic items. This module is designed for the First Edition game using six to eight characters of first level.
Giants have been raiding civilized lands in bands, with giants of different sorts in these marauding group. Death and destruction have been laid heavily upon every place these monster have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject--and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. Remake of the original series of AD&D adventure.
Dead from Above is intended for use with four to six player characters of levels 6 to 8. It will likely take two game sessions to complete. The adventure is set in (and above) a hilly region at the outskirts of civilization, presumably one near the base of a mountain chain. With a little work, the GM can place Dead from Above wherever he or she desires in the campaign world.
The town of Proskur has been cut off from the rest of the kingdom of Cormyr by a terrible storm, just as its people begins to suffer from a feinting sickness. Now the crops are failing. Are these the acts of a vengeful god? Or something more sinister? While aiding the good peoples of Cormyr in their plight against goblin hordes, the restless dead, a band of cut-throat pirates and the wilds of the Gritstone Moorland, the adventurers must investigate the true cause behind these calamities while uncovering a century old past, following in the footsteps of a legendary band of knights. Will they bring the fight to the evil hag, Bad Blood Hattie in her accursed Bloodtower lair? Or doom Proskur to become a blighted ruin?
First the bandits attacked then the Roc carried away the guide. Since then you have blindly followed the camels hoping that their instincts would lead you to water or help of some kind. You and your friends are lost in a sea of sand. Plodding along in the shadow of the camels and doing your best to stay alert. Ahead the heat shimmers take shape. This time it is a castle. Blinking away the dryness in your eyes you realize that the tower is not a mirage but it is broken.
While doing due diligence going over some dusty tomes you have discovered a scrap giving you a clue about some magical items in a strange obelisk somewhere in the vicinity. The adventure takes the PCs across the Torgoth’s Causeway into the frontier. A few coins to a local sage and you will have a better idea on where to go…or so it would seem.
The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
Beyond the mortal world, somewhere outside the bounds of the Astral Sea, the Far Realm yawns immeasurable. Beyond the reality of gods and mortals, this plane is a realm of contradictions, a mad place of fevered creation checked only by pointless extinction. The Outside is a sea of diseased possibilities, where the stuff of madness seethes in a soup of the incomprehensible and the unnamable—shuddering, squirming, and sentient. The Stormcrows, responding to the psychic cry from the stone, dispatched a force to retrieve it. The attackers descend on Wellspring, slaughtering and destroying in the search for their treasure. PCs can come to the town’s defense and repel the horde. A priestess of Ioun then turns to the heroes to find the item the monsters were seeking. From the recovering town, the heroes cross the wilderness to the Kaorti Temple. The trail ends at a ruined tower overlooking a deep ravine. Inside the tower, the heroes must overcome the terrible creatures in their search. In the end, they find the relic has been stolen.
This heist adventure that takes place almost entirely at Fort Bones. It is split into five scenes: Karrnathi Opening. The characters meet Vedim ir’Durna, a noble from the region who is willing to help the player characters infiltrate the Fort. Guild Handler Lhara introduces their prize: a necromantic artifact called the Queen of Night, tied to the plane of Mabar. Valenar Gambit. Whether by wit or stealth, the characters find their way inside the walls of Fort Bones. They might use the incoming Valenar attack as a distraction, find a secret entrance, or plant themselves on a visiting dignitary’s staff. Castling. Safely inside, the characters must figure out when the artifact is unguarded, and find their way into the castle’s inner sanctum. Check. The characters must navigate their way past a magical vault door, then descend into the crypts. The Queen of Night is guarded by a terrifying construct. Endgame. With the artifact in their hands, will the characters be able to escape with their lives?
This is a trapped corridor which can be dropped into any castle, dungeon, ruin or underground adventure. It features full rules on how to scare the living be-jesus out of your adventurers and have sone great fun with them too. Get ready... as the 'Umber Eyes' is ready to receive you...