I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.
After arriving at a seemingly abandoned trading post, the heroes discover to their horror that all the inhabitants have been transformed into black trees! Upon further investigation, they find clues that lead them to the hidden lair of Nockmort, a treant gone bad. Nockmort has been transformed by the strange radiation of a meteorite he discovered, and now he is a terrible force of evil. The characters must enter his sunless garden to save the town. And along the way they just might discover fabulous treasure...
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
"A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows." This adventure is different from many others in that it progress according to 1 hour increments, rather than according to the player's exploration. The party is trapped in an old courtroom, trying to solve a decade old murder. Though one of the villains is listed as a "revenant," this is primarily due to the thematic similarity. The actual undead antagonist is a unique type called a "croaker," which bears a similarity in that it is driven by vengeance.
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!
The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.
While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world.
For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.
Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. "Lord of the Iron Fortress" is a stand-alone adventure for the Dungeons & Dragons game, the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). This adventure contains an additional 16 pages of content for the same price as earlier adventures. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel.
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.
When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? Cries of "Murder!" brought the villagers of Deepwood running to the temple to witness a grisly sight. The priestess of the Temple of Ehlonna lay murdered on the floor, savaged by some vicious beast. Above her body stood a large wolf. Then, before their horrified eyes, the wolf turned into a man -- their friend and neighbor Trammil! The villagers lost no time in giving Trammil the justice he deserved at the end of a rope, even over the objections of those few who thought he deserved a trial. But Trammil's death has not made the villagers feel safe. No one suspected his dark secret until the day of the crime. Could there be others? Can anyone in town be trusted? Only someone who can translate Trammil's journal and fully investigate the murder can solve the mystery.
Rumors of an Eberron dragonshard of enormous size and power have reached the city of Sharn. Unfortunately, the shard is concealed winthin a Talenta Plains tomb located below a camp of cruel halfling nomads and their dinosaur pets. For centuries the Crypt of Crimson Stars has lain hidden in the vast expanse of the Talenta Plains. Now it has been found, and its legendary lost treasures draw adventurers from across the continent. Can you navigate deadly traps, fearsome guardians, and vengeful nomadic halflings to claim the prize? "Crypt of the Crimson Stars" is part one of the three-part "Shards of Eberron" Campaign Arc. Pgs. 32-41
Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28
Designed as an Introduction to the world of Eberron and is intended for a party of four 1st-level characters. This adventure takes place in Sharn, the city of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventures into the depths of Sharn--eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar. Along the way, if the adventures are successful, they recover a lost schema--a part of a pattern used by artificers to craft magic items. They also learn that many different agencies are interested in this relic, including those loyal to the various House Cannith elders and agents of the infamous Lord of Blades. Pgs. 307 - 317
The sleepy village of Raven's Lake has a secret: A terrible god lives in the depths of the settlement's namesake. The citizens of Raven's Lake know that something lives in the lake. People who go out on the lake after dark go missing far too often and frequently turn up weeks later with no memory of where they've been. The local church of St. Cuthbert has been abandoned no fewer than seven times in the last two years, each time its lone cleric packing hastily and fleeing town without a word. Adventurers who come to Raven's Lake have a habit of vanishing forever. The truth is that something does indeed live in Raven's Lake but it is far from a deity. It's an exiled aboleth by the name of Zlorthishen. Pgs. 33-36
As an aspiring hero of Highfolk and the Flanaess, you are asked to come to a feast of small proportions to celebrate your deeds. A home-cooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where n one can hear you scream. This is an RPGA competition scenario. Four hours is allocated for its completion.
"Wherein the local clergy makes the terrible mistake of not hiring enough assassins for the job." Synopsis: The heroes have just returned from the abyss (Occipitus) and reestablish themselves in Cauldron, when they are assaulted by a group of professional assassins. After they repel the attack, they trace back the lead to the temple of Wee Jas, where they find plenty of opposition from the second in command, Ike Iverson. After dispatching of the cleric and securing of a (spare) soul cage, the group finds evidence of a place important to the cagewrights' cause - an ancient underground complex named Karran Kurral. Mounting an expedition to that place, they find more evidence towards the horrific destiny on schedule for Cauldron. However, they gain access to the Soul Pillars after defeating a dracolich, that they can use to gather plenty of intelligence on the cagewrights' plans. Pgs. 12-51
The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides 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 #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
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
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47