Picking up where Chapter 33: Adventures in the Ptolus book leaves off, the adventures in The Night of Dissolution cover an arc that pits player characters against the darkest foes the city of Ptolus has ever faced. Following the threads of a hidden conspiracy, the characters find themselves up against insane cultists, wild chaos magic, and horrors from the primordial days of the world. This adventure book is laced with urban intrigue, high action, and even some dungeon exploration. Some highlights include: A description of Pythoness House, a haunted oracle/brothel that hides a trove of weapons vital in the fight against the Cults of Chaos. A huge secret temple of chaos where insidious fanatics worship the dreaded Galchutt. Details of a city-wide network of covert spies and agents that extends even into the highest echelons of Ptolus’ elite society. These adventures culminate in the player characters’ attempt to stave off the Night of Dissolution, a dark time long foretold when the slumbering Galchutt will awaken in their hidden lairs deep below the city—and bring catastrophe and woe to the world. Published by Malhavoc Press
A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.
High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
An adventure in Hyperborea designed for from four to six characters of 7th through 9th level Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter. The Sea-Wolf's Daughter takes players into an action-packed realm of adventure: the mythical world of Hyperborea, a sword-and-sorcery campaign setting inspired by the fantastic fiction of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and others. This adventure is designed for Astonishing Swordsmen & Sorcerers of Hyperborea™ (AS&SH™), a role-playing game descended from the original 1974 fantasy wargame and miniatures campaign rules as conceived by E. Gary Gygax and Dave Arneson. Therefore, AS&SH is compatible with most traditional fantasy role-playing games (c. 1974 to 1999) and their modern simulacra, such as OSRIC™ and Swords & Wizardry™.
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.
Hurry! Hurry! Hurry! Step right up, ladies and gentlemen, and behold the greatest circus in the land! Behold the skilled mummers performing at The Stage; you’ll literally feel like you’re part of the play! Thrill to the death-defying acts (and audience) in the two rings under the Big Top! Laugh at the antics of the baleful buffoons, harmful harlequins, and malevolent merrymakers of Clown Alley! Gaze in wonder at the wild beasts of the Menagerie, (just make sure you know which side of the bars you’re on)! All this and more, for the small price of a single admission, to Bitterbark’s Magnificent Circus! The circus is in town! But there’s something not quite right about it. There are rumors of missing children, evil plots, and more. Can you discover the secrets hidden inside Bitterbark’s Magnificent Circus? Intended as a stand-alone adventure, but there are notes on how to include it as part of the Castle of the Mad Archmage mega-dungeon adventure. Published by BRW Games
The outpost of Fort Dolor has experienced an unprecedented stretch of peace in recent times. Then nearly the entire garrison disappears on a supposed routine patrol, and the town— still on the frontier— is left nearly defenseless. Can the adventurers dig to the bottom of the mystery at Fort Dolor before they, too, disappear? Pgs. 82-103
Tortles of the Purple Sage - Part 2 completes a D&D Expert Set wilderness adventure which began in DUNGEON issue #6. Through the gate stones, into the unknown. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. The DM may find it useful to consult the Companion and Masters sets, as well as most of the X-series of Expert Set modules. Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage should easily serve to continue that module's direction and plot line, adding previously undescribed areas to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 8-25
The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th level characters.
His name is Conan, and no man can stand before him in battle." "Conan the Conqueror" by Robert E. Howard In an age long ago, there existed a hero - Conan. With fiery will, he slashed his name across the ancient lands of Hyboria. It was a time when bravery, trickery, and magic decided men's fates, and a steel sword could make the difference between life and death. For the daring, strong, and clever, there were fortunes to find and lands to rule. Travel back to this with Conan and his companions, Juma, Valeria, and Nestor. Travel back to defeat the dark horrors of his land! TSR 9123
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 ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.
The goddess Erathis has never seemed the sort to demand the sacrifice of mortals in exchange for safe trade routes, but that’s exactly what her high priest has demanded. When a local ruler asks the characters to investigate the high priest, a chain of events is set in motion that could shake the city of Wyllea, and the church of Erathis, to its core. This adventure makes extensive use of roleplaying encounters and skill challenges, with fewer tactical combat encounters. There is a substantial focus on politics and intrigue. The Tariff of Relkingham is written for 3rd level PCs, but contains advice for lowering or raising the starting level from 2-4. It also contains a system for calculating an advantage or disadvantage in the final fight based on the players' actions during the adventure. Pgs. 83-103
The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662
A Planescape adventure for 4-7 PCs of levels 9-12 (about 60 total levels). While the module begins in the planar city of Sigil, most of the action takes place in Vudra, a layer of the Abyss. The PCs start in Sigil, tasked to find a vanished brother, and the trail leads to Vudra where the layers demonic ruler gathers magical blades for a terrible vengeance plot. Pgs. 32-58
The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn’t posed much of a threat or even taken much notice of political events around her. Last week, a king’s prophet had a vision of golems made of ice that wouldn’t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon’s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she’s about to attack. If she is, the party must stop her before it’s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain. The player characters (PCs) have to figure out what’s going on—then decide on their own what they should do about it, while the fate of a king and his castle hangs in the balance.
Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62
The duchy of Velen is a bastion of law and order in an otherwise untamed land. Its ruler, Duke Calchais, holds his citizens and visitors to his city to a high standard of conduct. When Velen's harbormaster is murdered, the duke enlists the aid of adventurers to see that justice is served. Was the harbormaster a victim of larceny gone awry, or is something more sinister afoot in Velen? Murder in Velen is a 4-hour standalone adventure set in and around the port city of Velen, which is located in the peninsula nation of the same name in southwestern Faerûn. Velen is designed for a party of five 10th-level player characters, but it can easily be scaled by adding or removing creatures.