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Cover of The Shackled City Adventure Path
The Shackled City Adventure Path
3.5 Edition
Levels 1–20
416 pages
0

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Cover of Encounter at Blackwall Keep
Encounter at Blackwall Keep
3.5 Edition
Level 5
25 pages
0

The wizard Allustan requests the party's company on a trip to Blackwall Keep, a militia outpost on the border of a treacherous swamp. But what of the green worms and unkillable zombies plaguing the region, and what fell secret is locked in the keep's forlorn basement? "Encounter at Blackwall Keep" is the third installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #335 of Dragon for three sample cohorts that they might want to take on. Pgs. 16-40

Cover of Mellorn Hospitality
Mellorn Hospitality
3.5 Edition
Level 7
22 pages
0

Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. The core of the adventure is a short thirteen room lair with grimlock guards, a basilisk pet and Malifustal the Night Hag, who guards a portal to Hades. Pgs. 12-33

Cover of Vile Addiction
Vile Addiction
3.5 Edition
Level 8
16 pages
0

A horrific drug has seized the population of the strange city of Exag, yet confronting its source only reveals the true extent of a dire new threat. Part one of the Seeds of Sehan campaign arc, this is a D&D adventure for 8th-level characters.

Cover of Test of the Smoking Eye
Test of the Smoking Eye
3.5 Edition
Level 10
34 pages
0

The Cagewrights continue their manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens. The 5th adventure in The Shackled City Adventure Path. Pgs. 38-71

Cover of Teleport Gone Awry
Teleport Gone Awry
3.5 Edition
Level 10
6 pages
0

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.”

Cover of Deadman's Quest
Deadman's Quest
3.5 Edition
Level 1
20 pages
0

Living pirates are a common enough hazard around the islands known as the Serpent's Teeth. A dead one is even more trouble- especially when his treasure has been stolen. Characters who successfully complete this adventure should be of sufficient level to tackle the award-winning Freeport trilogy, Death in Freeport, Terror in Freeport, and Madness in Freeport. Pgs. 84-103

Cover of The House of Deros Frist
The House of Deros Frist
3.5 Edition
5 pages
0

The isolated tower of the wizard Deros Frist is an example of a typical tsochari incursion into the human world. This short adventure site describes the lair of a tsochar noble that has successfully replaced Frist, a local wizard of some renown. The tsochar Yikk Tasst now pores through the wizard's libraries and spell books, eagerly absorbing all the arcane lore it can. Pgs. 130-134

Cover of Pathfinder Society Scenario #12: Stay of Execution
Pathfinder Society Scenario #12: Stay of Execution
3.5 Edition
Levels 1–7
18 pages
0

When a petty thief named Hadge gets a lucky break and makes off with a powerful divination focus of the Pathfinder Society's masked leadership, you and your fellow Pathfinders set out to the sparsely populated Taldor frontier to find him and recover the focus. When the local governor tosses Hadge into the brutal Porthmos Prison for a minor crime, your mission suddenly becomes a jail break. Will you free Hadge and uncover the location of the focus before the gangs of Porthmos tear him apart?

Cover of Dungeon Crawl Classics #24: Legend of the Ripper
Dungeon Crawl Classics #24: Legend of the Ripper
3.5 Edition
Levels 1–3
40 pages
0

The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?

Cover of GameMastery Module U1: Gallery of Evil
GameMastery Module U1: Gallery of Evil
3.5 Edition
Level 8
32 pages
0

The great city of Absalom is known as a center for trade, education, and art. Inside the Ivy District reside dozens of famous artists, but one has the talent to bring his paintings to life and use paint to conjure terrible monsters bent on destruction. Can the player characters stop the mad painter before he perfects his art? Gallery of Evil is an urban adventure for 8th-level characters, compatible with the world's most popular fantasy roleplaying game. This adventure includes details on the metropolis of Absalom's Ivy District, as well as the home of the diabolical artist and his twisted works. The PCs must track down the deadly paintings and discover the true identity of the artist behind it all.

Cover of Demonheart
Demonheart
3.5 Edition
Levels 6–8
96 pages
0

Demonheart is a D20 adventure campaign for 4-5 characters. As it is a long and fairly involved story, characters should be level 6-8 when they begin and will earn enough experience to rise to levels 10-12. Demonheart includes many opportunities for both combat and roleplaying. At least one fighter-type is required, and given the wild, frontier nature of the campaign, a ranger’s skills would be especially useful. Stealth and intrigue also favor rogue characters, while a cleric, particularly from a martial order who can fight well would find plenty of opportunity to use his or her powers against the undead and evil outsiders. Demonheart also takes place in a wilderness setting where ancient magic abounds, and the special nature skills of a druid will help the party to make friends with some of the land’s fey or wild elvish inhabitants. Sorcerers and wizards will likewise find use for their talents, but those who understand divine or druidic magic may be more important than arcanists. As this adventure involves the struggle against evil, both ancient and resurgent, the party’s overall alignment should be good, though individuals of other alignments may be tempted to use the ancient magic of the forest for their own ends, or even join with the forces of evil!

Cover of Fortress of the Yuan-Ti
Fortress of the Yuan-Ti
3.5 Edition
Levels 6–7
63 pages
0

The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.

Cover of The Liberation of Prince Thorgrim
The Liberation of Prince Thorgrim
3.5 Edition
Levels 1–19
10 pages
0

Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!

Cover of The Aundairian Job
The Aundairian Job
3.5 Edition
Level 5
14 pages
0

A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? "You'd be mad to even try it. Assuming you could get inside the compound, somehow avoid the guards and traps, and open one of the best vaults in Khorvaire, you'd still need to get back out. And then, even if you succeeded, the dwarves would still hun you down!" Tergil, commissioned salesman of exotic pre-owned goods. Bank heist adventure with lots of guards. Pgs. 16-29

Cover of Morrick Mansion
Morrick Mansion
3.5 Edition
Levels 3–5
58 pages
0

A Deadly Curse is Spreading! Morrick Mansion and the surrounding vineyards were deserted years ago when a terrible curse twisted every living thing on the property into a mockery of its prior form. Once whispered about and avoided, fear now grips the land. The curse spreads and someone needs to stop it. Can you find its source and cure it forever, or will the very curse you are investigating touch you with madness? Hatred, Death, and Danger! Morrick Mansion challenges adventurers to battle strange, mutant creatures in an effort to solve a mystery and stop an insidious curse. Do your players dare enter the mysterious mansion and can they survive long enough to discover the source of the curse?

Cover of Pathfinder Society Scenario #25: Hands of the Muted God
Pathfinder Society Scenario #25: Hands of the Muted God
3.5 Edition
Levels 5–9
17 pages
0

When the man who would be the Muted God wordlessly stepped beyond the gates of the Starstone's Cathedral, his thousand and one faithful ringing the Ascendant Court watched with the silent contemplation that is their highest sacrament. When he failed to emerge, many of his penitents abandoned their vows but a small sect remained loyal and worshipful. You and your fellow Pathfinders are sent into the mountains north of Absalom to follow the path of a doomed party and uncover the secrets of the Muted God. His loyal band of followers, called the Hand, will stop at nothing to keep you away from their shrine—even forming an alliance with some of Golarion's most evil denizens.

Cover of Dragon Hunters
Dragon Hunters
3.5 Edition
Level 7
26 pages
0

Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41

Cover of There Is No Honor
There Is No Honor
3.5 Edition
Levels 1–3
33 pages
0

The first savage tide has already touched the mortal world, yet none who live today recall this time of red ruin. Unleashed from the cruel heart of a fell seed known as a shadow pearl, this savage tide swept over an ancient city perched atop the crown of a remote island. The tide transformed beggar and noble, merchant and thief, resident and visitor into feral, ravenous fiends. The fruits of centuries of labor came crumbling down in a matter of days, and when the survivors tried to stem the tide by destroying the pearl, the resulting blast of power sunk their city into the boiling lake of death. Through it all, the Abyssal architect of the savage tide watched, taking pride in the ruin. When the tide's final ripples had faded, what was left became known as the Isle of Dread. Now, after a thousand years, the true masters of the Isle of Dread look upon new targets, new cities beyond the horizon, compelled by the hateful will of their demonic lord Demogorgon to prepare for the coming glory. This time, the doom will not be limited to one hapless city. This time, all of civilization waits unknowing on the shore, blissfully ignorant of what the incoming tide brings in. "There Is No Honor" is the first chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures that will appear in the next twelve issues of Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #348 of Dragon kicks off this series with details on six affiliations based in Sasserine that your players may wish to join. And if you're running Savage Tides in the Forgotten Realms or Eberron, make sure to check paizo.com for the latest conversion notes for each adventure. The Savage Tide Adventure Path debuts as a new band of heroes confronts exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. Pgs. 14-46

Cover of The Bonegarden
The Bonegarden
3.5 Edition
Levels 12–14
128 pages
0

Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?