Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs faced all manner of fungus last time. Perhaps with a little more investigation, they'll discover what's really going on with Zhanna and Dephyl.
The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. About three years ago, a medusa, Zhanna Serpentlock, began systematically turning every person in Duke Jellhyn Fedorel's (N male human Ari5) duchy to stone. After losing many peasants to the medusa, Jellhyn attempted to placate her. He offered her his second son, Dephyl, for a husband. Duke Jellhyn and his family had always been rather tense and uncomfortable around Dephyl anyway due to the fact that Dephyl had lost an eye in a freak magical explosion as a boy. Zhanna accepted the marriage, and though Dephyl didn't really care for his family due to how they treated him, he was also less than happy with the arrangement. A year ago, Zhanna appeared at Fedorel's citadel again. She claimed that Dephyl had been untrue and that she had turned him to stone for his adultery. Throwing Dephyl's stone head down in the courtyard of the citadel, she swore vengeance on all Fedorels for his betrayal. Duke Fedorel and his household fled the citadel. Rather than give chase, Zhanna took up residence there and began ruling the duchy as the sole remaining Fedorel family member. Jellhyn and his family have lived in exile for a year. This is what the PCs can learn, but more is going on. As it turns out, Dephyl is alive and quite happy with his marriage. Zhanna is not repulsed by his disfigurement as his family was, and Dephyl's missing eye is something of an asset in the relationship since it lessens his chance of being accidentally petrified by his wife. In the two years of his marriage, he has grown up and gained ambition -- he wants to rule. As a second son (pawned off on a monster), he would never have received the chance. Now, with Zhanna's help, he can rule. However, Dephyl doesn't have the stomach for killing his father and brother. Instead, he and Zhanna plotted to take over the duchy by frightening everyone away. Zhanna carved a stone bust of Dephyl and used it to frighten off the rest of his family. Now Dephyl and Zhanna live happily in the citadel and rule the duchy together, though Dephyl's existence among the living is a secret.
In which the Many seek the One, and the Heroes must retrieve a Sword lost amid myriad Threats to the Flesh. Chapter II of the "Well of Worlds" adventure anthology. Pgs. 24-33 TSR 2604
A Conspiracy of Doors is a Dungeons & Dragons adventure for five player characters of 11th level. It can serve as an introduction to Sigil, the City of Doors, as well as a group of adventurers' first taste of action at the paragon tier.
On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29
Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?
BE THE BAD GUY! The Kingdom of Talingarde is the most noble, virtuous, peaceful nation in the known world. Herein is the story of how you burned this insipid paradise to the ground. It's only fair. They burned you first. They condemned you for your wicked deeds. They branded you. They shipped you to the worst prison in the kingdom. In three days, you die. In three days, the do-gooders pray they'll be rid of you. They've given you three days. The fools, that's more than you need to break out. And then, it will be their turn to face the fire. Published by Fire Mountain Games.
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
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
A barque with a bark; or, You can't be Sirius! Another day, another kidnap victim to rescue - but this victim has four feet and likes old soup bones. An adventure with some bite. Sir Veneti of Chardon's prize mastiff was stolen just before the city's mastiff duel. He knows that it was his biggest rival, Sir Machi. Sir Veneti needs the party to seize Sirius, the mastiff, from a ship called Gale's Teeth. What the party doesn't know is that a pirate stranged in town is also planning a heist on this ship the very same night that they plan to steal back the mastiff! This adventure has opportunities for both combat and roleplaying, and allows for multiple ways for the players to finish the adventure. Pgs. 32-38
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs had just entered the citadel in the last episode. Are they now dealing with hauling statues or fighting angry staircases in their efforts to get to the second floor?
In the frozen wastes, one can find wealth, beauty and one's own death. A deadly hunt deep in the arctic wastes Pgs. 11-26
The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117
As adventurers, you may think you have seen everything: certainly your skills have brought you through unimaginable dangers. But now you suddenly find yourself in a place unlike any through which you have traveled: astounding, dangerous, and even amusing things confront you as you journey, both indoors and outdoors, through unique and wondrous realm of Dungeonland. This adventure was first conceived by E. Gary Gygax as part of the Greyhawk Castle dungeon complex and has been the source of challenge and fun for many skilled players of the Advanced Dungeons & Dragons game. It is finally available to all players and can be added to your existing campaign with ease. "Dungeonland" is also designed so that it may be used along with its companion scenario, EX2: "The Land Beyond the Magic Mirror." Still, "Dungeonland" may easily be played on its own, and should offer hours of excitement in its strange landscape! TSR #9072
The Thieves Guild Ebonclad has taken on a new contract to locate a missing item. The mission’s primary objective is to recover a missing branding iron for the wainwright, Veshka Vern, who suspects it was stolen by her rival, Ramses Hill. This mission will likely force the players to do some breaking and entering, specialties of the guild. The mission also presents the players with competing sets of objectives, and lets them decide which course of action is most beneficial to the guild. It’ll be up to the party to determine which objectives to complete to finish the mission.
The plague-stricken Copper District of Waterdeep's Southern Ward needs your help. What is causing the plague? Can it be stopped? Are you the right person for the job? Published by Arcana Games.
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110
Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210