A few weeks ago, a neogi flying ship met with misfortune in a furious thunderstorm as it was setting out on a long journey. Heavily damaged, it crashed on an isolated rocky beach. Several neogi and their slaves were killed or injured in the crash, but five of the small monsters survived, along with four umber hulks and a handful of other useful slaves. Under the leadership of the sorcerer Neex Hist, the neogi are working to repair their ship so they can continue their interrupted voyage. In the meantime, they have set up camp in a large sea save close by the site of the shipwreck. While the repairs continue, the neogi and their minions are scouring the area for anything of interest - there's no point in leaving potentially valuable merchandise in the vicinity of the crash site, after all. Pgs. 101-106 Suitable for lvls 6-8 in 5e, using 5e stats.
Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The first adventure in the Vampires of Waterdeep Campaign Arc. Pgs. 62-77
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
The search for a missing girl leads PCs to uncover the re-emergence of a dangerous cult of Serpentfolk. This is a low-combat adventure, mostly requiring roleplay and investigation. 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.
Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.
An Adventure for 0-Level Characters Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics don’t waste your time with long-winded speeches, weird campaign settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere. For the past few years, an ogre that lairs in a cave near the wilderness town of Dundraville has demanded tributes of ale and supplies. The villagers were happy to comply, lest the brute attack them or destroy their property. But recently, the ogre changed his demands. Now he wants gold, building supplies — and captives! When the ogre walked into town only to have his request denied, he flew into a rage. The brute dragged two townsfolk off to his cave, to be eaten for sure! The villagers have no heroes to protect them — so someone must rise to the challenge! Six determined townsfolk have taken justice into their own hands. Can these village commoners defeat the ogre in his own lair before their fellows are eaten?
Atop a distant mountain peak, a monstrous entity plots dark deeds. The final chapter of the Seeds of Sehan campaign arc. "To a mind that is still, the whole universe surrenders." Chuang-Tzu. Pgs. 30-47
In this adventure, the player characters discover the illegal actives of an ambition Red Wizard operating out of an enclave in a small town. This adventure is short and a great way to introduce players to Red Wizards. For a group willing to use diplomacy fighting they can cut down there combat. The adventure is found on pages 284-287
Who Disturbs the Slumber of the Forgotten King? Wolves prowl the graveyard of sleepy Kingsholm, and death lurks behind shadowed tombstones. Something has disturbed the sleepers in the mausoleum, and brave adventurers are needed to explore the catacombs beneath the graves and discover what evil stirs in the darkling depths. Part 1 of the Barrow of the Forgotten King series. Followed by the Sinister Spire.
An ancient and mysterious race revisits Freeport for the first time in two centuries. The adventure culminates in an encounter with a strange new race. The adventure from that point is up to the GM, but could include the PCs facilitating diplomatic relations, negotiating recovery of ancient artifacts without bloodshed, or working with an underground rebellion to rid Freeport of the Strangers. It's probably not an adventure to take on as a beginning GM. 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.
The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon's spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king's corpse, awaiting only the caress of the funeral pyre to awaken into something far worse than a dragon of flesh and bone. A D&D adventure for 7th-level characters.
The PCs return to Diamond Lake to consult with the sage Allustan, they find the town in shambles and Allustan is missing. Locals tell tales of a terrible dragon's rampage through town. Unfortunately for the characters, the dragon is only the beginning. "A Gathering of Winds" is the sixth 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. Those who have studied the cult of Kyuss and read through the Apostolic Scrolls they recovered in "The Champion's Belt" may qualify for the wormhunter prestige class, a highly customizable five-level prestige class detailed in Dragon #338's "Wormfood." Pgs. 38-66
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
A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11). The fabled ruined city of Dokeran, deep inside the heart of the Mwangi Expanse, has been found and it's your job as a Pathfinder to explore it and discover how it fell. After fighting through fiends, enslaved warriors, and the damned spirits of Dokeran's dead, you find that the ruined city has a dark secret—one you might not survive.
The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65
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.
Magical trinkets, unusual creatures, strange and mysterious artifacts, and more can be had at a discount at Gwen's Relics on Church Street. Now, the store's most outrageous acquisition has arrived, and the resulting chaos threatens to destroy the shop and release a plague of monsters into the town. Can the PCs stop the catastrophe before it spreads too far? What happens when a vagabond finds a weird snake down by the river and gives it to the local curio shop? Find out in "The Menagerie," winner of the Origins/DUNGEON Side Trek Design Competition. Pgs. 78-83
Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…
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!
Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!