On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29
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.”
A hobgoblin force is expanding and threatening the land. Confronted with the relentless advance of Azarr Kul’s horde, the characters must undertake vital missions to influence the outcome of the war. Can they shatter the armies of the enemy, or will Azarr Kul’s dreams rain destruction upon the human lands? The adventure is fast-paced and time-sensitive, and requires almost constant movement by the party. WoTC 95385
Tilagos Island does not appear on most maps of the Nyr Dyv, yet the storm-shrouded island hides the greatest repository of knowledge of an ancient cabal of druids who defeated Kyuss 1,500 years ago. "The Library of Last Resort" is the nineth 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. High-level characters have a staggering array of options at their fingertips for exploration and travel, and issue #341 of Dragon outlines several of these. Pgs. 58-89
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!
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.
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 town of Falcon's Hollow needs a miracle. The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned dwarven monastery.
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
Visit the Abyss. Meet Demon Lords. Kill Everything. In the heart of the Demonweb, Lolth surveyed the Grand Council Chamber and the demon lords assembled by her invitation. Throaty growls indicated a dispute amond Yeenoghu's pack. Obox-ob's insect swarms chittered while Demogorgon ranted from the central podium. The other emissaries seemed restless. Across the hall, Graz'zt met Lolth's gaze and smiled. The demon queen shivered with a tingle of foreboding This Dungeons & Dragons adventure takes characters from the planar city of Sigil to the darkest corners of the Outer Planes, gathering resources to battle the forces of Lolth, Demon Queen of Spiders. The player characters must navigate a carefully spun web of treachery and deceit to reach the violent heart of Lolth's domain and put an end to her sinister dreams of conquest. This campaign adventure is designed for characters of levels 9-12 and features an easy-to-use combat encounter format and player handouts. This book also presents new prestige classes and magic items for player characters. For use with these Dungeons & Dragons core books: Player's Handbook, Dungeon Master's Guide, Monster Manual.
This module is designed for characters who have made their way through the Freeport Trilogy. Characters new to Freeport are at disadvantadge, however. Hell in Freeport sends the characters to the depths of the Hell as pawns of an undead duke. When they discover the truth of their mission, they must race against a sinister clock to save two cities. Act 1 kicks off with a battle against a cornugon on the Freeport docks. The characters are hailed as heroes for defeating the fiend, and are summoned to the Church of Retribution to help in the battle against Hell. Tee old inquisitor who greets them is actually Jalie Squarefoot, an infernal lich who took this form to search for the perfect cat's-paw. Squarefoot wants to take the souls of Freetown, a city in Hell, but must first get around a contract poin: he can't take the city until the Tyre tower clock-now stopped- strikes midnight. He sends the party to Devil's Cry, an inslan off the coast of Freeport, with instructions to close the gate to Hell hidden inside. In truth, he knows the party will be transported straight to the Third Circle when they try. Inside Devil's Cry the party finds the remnants of a great battle fought between an invading devil's army and the Church of Retribution, and battle their way past undead defenders until they reach the gate itself and unwittingly trigger it. Act 2 begins with the party in a twin of the complex they explored in Devil's Cry, but now they are deep in Hell. They fight their way back to the cavern entrance, only to find that they are not on the Prime anymore. When they voyage back their homeport, they instead find themselves in Freetown, a city of scaped slaves in a dark mirror image of Freeport. Once in Freetown, they make the acquaintance of the city's mayor Wycleffe-a servant of Jalie Squarefoot-who persuades them to go on a quest to Tyre to restart the tower clock. They travel the Styx to the Eight Circle and fight their way into a long-buried vity, and then into the tower clock itself. They restart the clock and begin the trip home, but are waylaid by devils and taken prisioner. Act 3 opens with the party naked and in chains in the infernal prison called the Forge. They learn that Jalie Squarefoot and Wycleffe have duped them, and that the supposed rebels of Freetown are actually its protectors. The characters must escape or win their freedom in the gladiator pits before the tower clock they restarted destroys both Freetown and their home city of Freeport. They battle back to Freetown, taking revenge on their captors in the process, and capture the city from Wycleffe with the help of the rebels. Finally it falls to the PCs to enter the tower clock and stop it and Jalie Squarefoot before the fiend's plan can come to fruition. After being tricked and manipulated throughout the adventure, the party finally has their revenge on the duke and his minions.
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
Long ago, a local priest created a warded graveyard on a remote hillside. As the years passed, it gained a reputation as a spot whose defenses were powerful enough to keep undead in and tomb robbers out. Adventurers began to bring the remains of any creatures they suspected might become restless in death to the Tomb Steppe for interment, and in time they also sought aid against such creatures from the friendly priest. After his death, a brief spate of undead activity commenced, then died away once again. As the years passed, the tales of undead activity in the Tomb Steppe faded into legend, and colonists began to move into the lands nearby. The town of Night Falls was founded a short distance from the graveyard, and it grew quickly into a thriving trade center and farming community. Realizing that the Tomb Steppe was safe enough during the day, the citizens began burying their dead there rather than building new crypts on pristine farmland. Because this method of interment was cheap and easy, people from many surrounding communities brought their dead to the town as well. The business of burial brought new prosperity to Night Falls, and a guild called the Funerary House sprang up to control the trade. But it seems that the threat from the Tomb Steppe has not entirely been laid to rest. The Great Mausoleum -- the largest and finest tomb in the steppe, has been unsealed, and an apparition has been seen within. Who will go to the Tomb Steppe by night and reseal the tomb? Lest Darkness Rise is a short adventure for four 7th-level characters. In keeping with the season, it has a stronger horror theme than most D&D adventures. This scenario can be used as the climax of a series of adventures featuring its secondary characters, or it can simply be a site-based adventure that the PCs stumble across at the right moment. The scenario is set in a semi-civilized area in the far north, far from cities and churches, where winters are harsh and summers never get very hot. These inhospitable conditions have resulted in a low humanoid population. The scenario need not be set in such a wilderness; a rural farming community far from cities works just as well. The only real requirement is that the area have few settlements. The action takes place in the small town of Night Falls and a nearby necropolis of tombs, mausoleums, and graves known as the Tomb Steppe. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
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…
A treasure map leads to deadly peril amid the remains of a lost civilization. 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.
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.
An embattled outpost at the edge of the wilderness has finally been overthrown. Strange creatures patrol the land. A local hamlet is in ruins. But just who-or what-has taken over this once mighty fortress?
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
"The Devil Box" is a D&D adventure suitable for four 2nd-level PCs, although it can be modified for parties of 1st or 4th-5th levels as noted int the "Scaling the Adventure" sidebar. Characters completing the adventure are likely to advance to 3rd level. Much of the action takes place in a small town during a festival; this town can easily be dropped into an existing campaign. Since "The Devil Box" expects the PCs to deal with kobolds as temporary allies, it throws in some ethical dilemmas for good-aligned characters. Paladins and good-aligned clerics my have difficulties with such an alliance, but kobolds are definitely the lesser of the two evils involved in this adventure. If the party spurns the assistance of potential kobold allies, you may wish to modify the adventure to make it a bit easier on the player characters, as encounters have been written with the assumption that the heroes have a little help. Uploader's note: A hilariously creepy adventure involving a circus (freakshow), with in style illustrations! (Grid maps included, but not separate maps.)