Let the buyer be-were! Sometimes you should be afraid to visit the dentist. A small coastal town is plagued with a curse and it is up to the PCs to find out what is causing the inhabitants of the town to transform into mad seawolfs. This adventure is set in the busy seaport of Rocky Harbor, which is located on a sheltered island dep in an extensive archipelago. Rocky Harbor is another location in the Volkrad campaign setting, as previously published in Dungeon Adventures issue #41, Old Man Katan and the Incredible, Edible, Dancing Mushroom Band. Pgs. 8-20
Two merchant houses are fighting over possession of a mysterious and ancient staff. What secrets does the staff hold? And how does it relate to a ruby the size of a human heart buried in some long forgotten barbarian tomb? A six-hour adventure for four 6th level PCs. Includes 5th edition write-ups of bone rats, tomb mote, forsaken shell, stone guardian, the bone creature template, and the necromental template. Also includes a write-up of the Expert NPC class. For 5th edition Dungeons and Dragons.
The caravan master Santos Boromite was personally assaulted and his Euriduis, the symbol of caravan power, was stolen. The item signifies full authority over all legs of the caravan and in the wrong hands would wreak havoc. You have been summoned to speak with the Governor Lando Shardo at once to save Timel yet again! Can you find the bandits responsible for the theft and bring them to justice. Timel wants a caravan traffic and unless this matter is taken care of quickly that won't happen. Just when you think you have it figured it out it turns out you were wrong!
Terrible Trouble at Tragidore is a 16 page tournament module for 5th to 8th level characters. Notorious for being one of the worst modules of all time, with implausible background and encounters and a railroad of a plot.
Their deception revealed and their plans waylaid, two deadly and Hell-touched siblings make a desperate final play for control of Westcrown. With the city in chaos and its leaders fled, few stand to defend the beleaguered people when the plots of fiends turn upon them. At the same time, the rulers of Cheliax launch their own ruthless plot to retake control. Can the PCs return order and shatter the Council of Thieves’ age-old stranglehold on Westcrown once and for all? Or will the former capital slide fully into the grip of a terrible new deviltry? It's up to the PCs to decide in the climax of the Council of Thieves Adventure Path! This volume of Pathfinder Adventure Path completes the Council of Thieves Adventure Path, and includes: - “The Twice-Damned Prince,” a Pathfinder RPG adventure for 11th-level characters, by Brian Cortijo and James Jacobs. - Catastrophic new rules for running a variety of calamities, from fires to floods, by Darrin Drader. - New revelations on Mammon, the avaricious archdevil of Erebus, by F. Wesley Schneider. - Pathfinder Varian Jeggare and Radovan face down devilish plots and the laws of Cheliax itself in a gut-wrenching conclusion to the Pathfinder’s Journal, by Dave Gross. - Five new monsters, by Adam Daigle, F. Wesley Schneider, Neil Spicer, and Hank Woon.
The Curse of the Crimson Throne takes hold of Korvosa! In the shadow of an ailing king, a new ruler gathers power, sending shockwaves through a populace already plagued by unrest and pushing the largest city in Varisia to the brink of disaster. In the face of anarchy, a new band of heroes gathers at the call of a mysterious patron. Strange magic and mysterious prophesies set them on the trail of a common foe— a path that draws them into a struggle to save the city from ruin. Amid the intrigues of kings and generals, heroes and thieves, it’s up to these new heroes to decide whether the rule of a new monarch will usher in a new age of glory or a reign of chaos. This volume of Pathfinder begins the Curse of the Crimson Throne Adventure Path, and includes: ► “Edge of Anarchy,” an adventure for 1st-level characters, by Nicolas Logue. ► Revelations of the Harrow, the tarot-like deck of Varisian divinations, by designers Mike Selinker and Teeuwynn Woodruff. ► An exploration of Varisian culture, detailing the living history and mysterious ways of these enigmatic nomads, by Amber Scott. ► Details on Eando Kline’s first journey into the dangerous Cinderlands, as recorded in the Pathfinder’s Journal, by Michael Kortes. ► Six new monsters by Nicolas Logue and Mike McArtor.
Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. Ever want to spend a night in a haunted house? Want to know what it would be like to meet a ghost? Well, doom creeps closer and closer with each hour your heroes spend in the old house on Harrow Hill! Are they brave enough to make it through the night? Or will the ghost claim some new victims? First Quest Adventure Book Pgs. 28-44
Your search for Volo’s key in Skullport has you playing a dangerous game between The Xanathar Guild, Bregan D’aerthe, and the Zhentarim. In the Port of Shadow, how do you know who you can trust when lives are on the line? Part Two of the Skullport Shakedown trilogy.
A vast, sprawling mega-dungeon beneath the ruins of a nearby castle. Reports have surfaced of stockpiles of wealth within the passages. Regions previously devoid of monsters are reported to teem with renewed activity. Magical and mundane traps have brought foolhardy explorers to their doom. Changes within the passages and chambers have rendered old maps and knowledge dangerously unreliable if not outright useless. To the bold and daring, only one message needs to be heard: the castle and its dungeons are once more ripe for exploration, and new legends are ready to be made. Note: This adventure requires three books for it to be complete (sold as a package): Adventure Book, Map Book, and Illustration Book. Published by BRW Games
Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie
Your fame has garnered you more attention than you can handle but a specific job opportunity is one that you cannot pass up on. Two nations have had a peaceful and lucrative trading agreement for years along with the city of Conifestatia. That has recently changed with the appearance of a Green Dragon taking up residence in the area. With your fame on the line, looks like you guys are going Dragon huntin'!
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
A local druid has looked into the face of madness, and now instead of protecting the forest he is corrupting it. Can you find him and save the forest and the cute furry creatures that live there? A short adventure designed to be run in a single night for 3-5 characters between level 1 and 3. The adventure includes graded encounters to cater for different group sizes and levels as well as summary creature blocks to aid the dungeon master.
Figgy Puddin' Steals Christmas is a short adventure for three to six characters, and optimized for 2nd level characters. We also include Scaling Suggestions, allowing you to run this adventure for lower- or higher-level characters. We anticipate a run-time of 2- to 4-hours. There's a bit of roleplay in this adventure, which may extend the playtime. Adventure Background A traveling jester known as Figgy Puddin’ and her Coal Smudge Gang have stolen Christmas presents and now hold them for ransom. While safe and secure in her lair, she awaits either a payment of an outrageous ransom, or a crew of heroes to claim the presents after they navigate her not-so-festive lair. What's the Adventure? After you introduce the hook, the adventure occurs in Figgy Puddin's lair - a refurbished kobold bunker consisting of eight rooms. As the characters explore the linear dungeon, they encounter new creatures, complete challenges, and are tested about their Christmas knowledge. However, the final confrontation with the naughty Figgy Puddin' could make for a very Unhappy and Unmerry Christmas for our heroes, the children of Thistleton, and their parents. Who Is Figgy Puddin’? Figgy Puddin’ was once a happy jester who loved Christmas. For years she traveled the realm, bringing fun and festive cheer to villages and children while preparing the way for Santa. However, times have become tough, and entertainment doesn’t always pay as well as one would like. As Figgy prepares for retirement, she’s learned she doesn’t have enough gold to last. During this time, she’s also decided that Santa doesn’t know who she is, let alone appreciate the work she puts in every year. Using her savings, extortion, blackmail, and other nefarious means, she’s convinced several mechanical geniuses and arcane specialists to help her refurbish her underground bunker with wondrous effects, creatures, and tests. To fund her retirement, she’s taken extreme measures to make some quick gold — holding Christmas presents for ransom.
You hear rumours of an unclaimed wizard's tower, a worthy prize for any practitioner of the arcane arts! Do you have what it takes to face its challenges and claim it as your own? This is a one-to-one adventure designed for one player of the wizard class and one DM.
Near the Southern end of the Border Hills between Gortelburg and Havendale is an area rumored to be the home of a Minotaur. Recent reports have begun to surface in Havendale of the surrounding farms and villages that a huge Minotaur has begun to disrupt life in the area. The governing board of Havendale has offered a bounty on the beast to anyone who can track it, kill it, and return proof of its demise. Quite a few parties of adventurers have taken up the task but none have returned for the reward.
Just in time for All Hallows Eve, The Charred Rose is an adventure of Gothic horror set in the realm of Sithicus in the Ravenloft D&D setting. The adventure is suitable for 3-4 PCs of 4th level and should last 4-6 hours. Lord Daralion of Maldev’s bard is required for the upcoming Rose Festival but he has not returned from his mother’s funeral in the nearby village of Kardan. Lord Daralion looks for the PCs to visit the village and ensure the bard’s safe and quick return. But more than one monster lies hidden and awaiting the searchers in the depths of the woods of Sithicus. Includes the following: • Three new monsters: Glaistig (including possessed and normal stat block of possessed NPC), Forest Worm, and Kender Vampire • A new magic item, the Sword of the White Rose • Player Handout: Permission for Leave
Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”
This week’s encounter is April Showers and Foul Flowers, a combat encounter that could also become a puzzle for the druids and rangers in your party. While the characters travel through a beautiful meadow, smelling the scents of flowers and earth after a rain, the flowers at their feet spring to life and attack, threatening to entangle and devour them! These foul flowers were animated by the foul magic of a dark sorceress who infused the rain itself with her evil. The characters could fight back against the sorceress and her army of animated plants, or they could try to undo her spell and save the flowers—and the nymph that guards them.
A bandit leader known only as "The Ravager" brings ruin to the Border Kingdoms. The characters must destroy the source of his power and defeat him before he can complete his evil plans. Pgs. 11-21