Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.
You will take up the mantle of heroism in a grim world where simple survival cannot be taken for granted. These heroes will shape the world of Athas while they grow in power and prestige - or die trying. Your character has been asked to aid a secretive faction of the Veiled Alliance in the Free City of Tyr against an unknown assailant. Ashes of Athas is a 4e D&D campaign set in the world of the Dark Sun campaign setting.
Ages ago, the tower stood as a bastion against banditry and marauders. But civilization has long since retreated from this area, and a band of goblin thieves has taken up residence in the ruined tower. Local woodsfolk beg the PCs to rid the place of the bandits before they are victimized again by the goblins of the Broken Tower. Pgs. 18-23
The characters arrive in Fallcrest just as a blizzard starts from the gloomy black clouds. the villagers gather to discuss how to survive the untimely and unusual blizzard. Suddenly between the roar of the wind and thunder, a ship descends filled with undead with one message: Return the ice scepter!. Afterwards, the characters must decide, find and return this relic to the Winter King, or bluff and plan to dethrone him. As they reach the tops of the mountains, possibly injured, the whole of the Winter King's inner domain stands before them. If they fail, winter will claim the Nentir Vale forever. Group of 4-6 players.
The rough ground on the outskirts of the village of Col Fen once served as a graveyard for an evil temple destroyed long ago. A recent disturbance released some of the ancient evil buried here, and now the dead in this graveyard are beginning to walk. Several villagers have already vanished and more will die if the undead are not put to rest. Pgs. 56-63
Temple of the Gleaming Sands is a short adventure for four 5th-level characters that features monsters, spells, and items from the newly released Sandstorm book. You can use this scenario to introduce the new material on deserts and arid wastelands into your campaign, or you can just use it as a site-based adventure in a desert area. The scenario is set in a remote area of the desert that very few humanoid travelers visit. The temple from which the adventure takes its name has lain forgotten for centuries and is now inhabited only by monsters who use it as a base. The area around the temple should be inhospitable enough to discourage humanoid settlement.
A "Fast Play" introductory adventure to Dungeons & Dragons. Rather than requiring a d20, it is written for 3d6, and is meants specifically to teach new players how to play the game. The story is a simple dungeon crawl: players enter a small cave system to investigate an orc attack. After defeating a few orcs, they find an ogre's den, and must fight the ogre.
The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth 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 #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
There was no greater scholar, explorer, or collector of antiquities in the area than Hallomak Stromm. The enigmatic Stromm recently passed away, and the PCs have received personal invitations to appear at the public reading of his will. Pgs. 72-77
A green dragon called the Dawn fancies herself a deity and has attracted reptilian followers that raid elven settlements. The PCs must find her temple in the woods and end the threat. Pgs. 78-83
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
Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour adventure for 1st-4th level characters.
The recent discovery of an entrance to the Underdark has set local leaders on edge. In a display of initiative, the First Lord of Hillsfar has ordered the construction of defensive structures surrounding what locals have begun to call "The Waydown." You have been charged with escorting an emissary back to his home in the Underdark without alerting the Red Plumes.
The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light. Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk within? Part 2 of the Barrow of the Forgotten King series. Followed by Fortress of the Yuan-ti.
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry is at hand. Will you be able to stop it?
For years, the Most Solemn Order of the Silent Shroud has tended the dead at Valinghen graveyard, providing them a peaceful eternal rest. Now, that rest has been disturbed by a necromancer seeking out a key to re-activate the Pool of Radiance.
Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard’s tomb that lay in the rocky foothills of a prominent mountain range, and sought to plunder it. What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company’s attempts at getting past them and to their goal. Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.
All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third 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 #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
A City on the Brink of War Missing for decades, the Crown of Neverwinter, symbol of the former ruling family, has emerged at last. Yet not all are pleased with the crown's reappearance. Beset by rebels and plaguechanged, Lord Dagult Neverember must hire a group of adventurers to track down the so-called Lost Heir and discover his intentions for the city. The stakes are no less than the lives of the citizens of Neverwinter, for if the heroes fail, Neverwinter seems doomed to descend into civil war.
A wizard's hideous transformation spells trouble for the kingdom of Nyrond. A D&D adventure for 5th-level PCs but adaptable for levels 2-8.