Tieflings are raiding a dwarven expedition under a shield of magical darkness, but if the PCs can supply the dwarves with giant scarab beetles capable of generating potent bursts of magical light, they might just survive. Unfortunately, they'll need to escort the herd of giant beetles through the Underdark first. A D&D adventure for 3rd-level characters.
Lost within the ruined House Cannith citadel of Whitehearth, an arcane workshop somewhere in the perilous Mournland, is the key to constructing a terrible magic weapon. Agents of the Emerald Claw will stop at nothing to recover the ancient device. As malevolent forces hunt for the artifact, only the most resourceful heroes will reach Whitehearth first and discover the secrets that lie within. "Shadows of the Last War" is a stand-alone adventure for the Dungeons & Dragons game that will immerse your characters in the Eberron campaign setting. Designed to challenge 2nd-level D&D heroes, it pits them against one of Eberron’s most nefarious organizations.
Something's not right in the hamlet of Verdinica. Why do the locals wear such thick clothing, even in the midst of a heart and muggy summer? And what sort of "prisoners" could make the strange, sloshing noises that are heard some nights coming from the gaol? Pgs. 38-57
Decades ago, an Osiriani Pathfinder named Bossell locked his transformed lover in the vaults beneath the Sothis Pathfinder Lodge. He then vowed that no one would ever discover his secret shame. The old and senile Bossell now relies on his assistant Fendel for everything, and the hapless assistant has disapeared into the vaults after reading his master's journal. You've been sent beneath the Lodge to destroy whatever it is that Bossell's lover has become—will you survive his secret or find yourself transformed as well?
When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?
The village of Haven-Fara has a problem - it's been overrun with spiders that have been forced out of their nearby lair. Yet could this spider problem be merely a symptom of something worse to come? When the backwater town of Haven-Fara wakens under a thick blanket of webs to find half its populace missing, its up to the PCs to descend into a silk-chambered nest of the arachnid abductors. In a vertical maze of web-lined tunnels, they discover a dying queen, a legendary treasure, and a secret that could change Haven-Fara forever. Pgs. 14-20 & 22-28 & 30, 32 and 34
As the party faces an ancient foe who has never been defeated, their hunt threatens to unleash the buried ghosts of a forgotten feud between two of Waterdeep's powerful merchant houses. The third adventure in the Vampires of Waterdeep Campaign Arc. Pgs 70-93
Iggwilv. Orcus. Maleanthet. Obox-Ob. Charon. These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerful creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in most cases, these heroes have perished to their soul-blasting, life-ending might. Their lairs are notorious as they are: the River Styx, beautiful but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn. Simply entering one of these scions of evil is akin to suicide. Yet now, as the Prince of Demons begins the final rituals to bring the savage tide to the Material Plane, heroes must approach these immortal villains not as enemies, but as allies. "Enemies of My Enemy" is the eleventh chapter in 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 on the campaign. Issue #358 of Dragon magazine features a map of the River Styx and advice for those who would use this notorious river as a route in exploring the lower planes. The time draws near for the final assault on Gaping Maw, but first the PCs must recruit allies from the depths of the Abyss to the eladrin Court of Stars. yet will this unlikely alliance of demons and eladrins be enough to stop the Prince of Demons? Pgs. 40-85
The Beastlord Malar has had enough of the people of the Silver Marches trying to "civilize" the Northlands. Now, with the help of a powerful new weapon, his followers are set to cleanse the stain of Silverymoon from the land. Faerun’s Northlands have always been a dangerous frontier. The frozen woods and treacherous mountains are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, suffused him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. This adventure is a sequel to "Forest of Blood" which originally appeared in Dungeon #103. Pgs. 70-88
When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?
A dungeon of tricky puzzles, ancient magical secrets, and more than a few lingering mysteries, designed to be played as a standalone adventure and not incorporated into another campaign. Six adventurers descend into the Temple of Mysteries to find a mystical artifact called the Strand of Tears. Seems straightforward enough, except that some of the party may not be who they say they are. In fact, none of the party may be who they say they are. Not only that, but they might not be who they don't say they are, either! Worst of all, they're trapped in the ruins of an underground temple specifically designed to keep people from proceeding unless they're proficient in puzzle-solving...and there may be doppelgangers on the loose.
One of Freeport's most popular holidays is Swagfest, which celebrates the success of the infamous Great Raid conducted by the city's earliest Sea Lords. This year, Captain Lydon is sponsoring the festivities. While the PCs participate in various contests, they also have to deal with potentially deadly interruptions. Bibliographic note: "Holiday in the Sun" was originally written for v.3.0; this version can be found for free at at: http://freeronin.com/gr_files/focus05a.pdf The adventure was updated to the v.3.5 rules as part of The Freeport Trilogy: Five Year Anniversary Edition.
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
Originally designed as a convention module, this adventure sends the heroes into the underdark to do battle against the mysterious denizens of the deep! A drow housemistress commissions the characters to acquire a mysterious weapon known to be in the hands of her dark elf enemies. Locating, identifying, and acquiring the magical weapon leads the heroes on a great trek across the underdeep, where they must battle svirfneblin, a powerful lich, and enemy drow. This adventure us specifically designed for play by drow characters, but can be used with any adventuring party. Pregenerated drow characters are included.
When Pathfinder alchemist Andrax d'Aponte contracted a mysterious wasting sickness, he set his mind to feverishly researching the disease and its cures. With the rare skeleton moon hanging in the sky above Absalom, the Decemvirate sends you to an ancient siege castle outside the city to recover d'Aponte's research notes and inquire about his involvement in recent Pathfinder deaths in Osirion. What you find, however, is a man changed by madness and paralyzed by paranoia and fear. Will you survive the night of the skeleton moon?
Lady Elisabeth Pendour beseeches the heroes for their help. They must recover a key that was on her husband’s body when he perished trying to clear an ancient tower. The tower was once a coastal fortress, but now it lies in ruins, occupied by black-feathered rook harpies who worship a foul carrion crow demon. Lord Pendour sought to free his subjects from fear by clearing the rampaging rooks from their nests. But he failed, and unless the heroes can recover his body, the crow god will come for his wife, too…
Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...
The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. "The Hall of Harsh Reflections" is the fourth 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 #336 of Dragon for five attractions to tempt your PCs to spend some of their hard-earned loot. This issue of Dragon also features an Ecology of the Spawn of Kyuss, one of the central creatures featured in this campaign. Pgs. 34-60
Intrigue and action in Freeport's exclusive hotel. This adventure is a series of plots that are only connected by happening on the same night. They can be separated, or run as written, and each plot includes hooks for further adventure. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.
Sekarvu is a typical beholder. It spent much of its youth exploring underground realms and killing everything it found. One day, it came upon a large cavern filled with violet fungi. At the edge of the cavern, it found a small band of adventurers who had all but succumbed to the toxins of the fungi's tendrils. They offered little resistance to Sekarvu as it approached and began to feed on their still-writhing bodies. With its first bite, the beholder's life changed forever.