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
Hidden amid the tattered parchment and mundane ink of a mysterious map hides the fabulous paradise of Kakishon. A realm of mystical wonders, mythical beasts, and legendary treasures, this long-lost creation of one of history’s greatest wizards once again inspires the bold to seek its wonders. Yet time, ancient magic, and bitter rivalries work to corrupt the incredible realm, turning it into both paradise and prison. Can they tame the powers of Kakishon’s magical islands and best the masters of the wondrous land? Or will they forever be prisoners of paradise? This volume of Pathfinder Adventure Path includes: ◆ “The End of Eternity,” an adventure for 9th-level characters, by Jason Nelson. ◆ A glimpse into the Maelstrom and the lives of its enigmatic natives, the proteans, lords of primeval chaos, by Todd Stewart. ◆ The magical rites of Sulesh the Great, master of seals and binder of genies, as transcribed by Wolfgang Baur and James Jacobs. ◆ Pathfinder Channa Ti faces danger on the River Asp in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham. ◆ Six new monsters by Adam Daigle, James Jacobs, Jason Nelson, F. Wesley Schneider, and Todd Stewart.
The path to save Korvosa leads far beyond the ravaged city’s walls. In the burning plains of the Cinderlands the tenacious tribes of the Shoanti barbarians protect an ancient secret that might be the only way to save the Jewel of Varisia from ruin, but Korvosa has been their enemy too long for the proud natives to give up their knowledge freely. Only by learning the ways of the barbarians and facing their sacred trials can the PCs hope to save their city, but are the savage warriors’ ordeals impossible? Especially when the PCs already have angry natives, evil priests, and deadly assassins hot on their trail? This volume of Pathfinder includes: ► “A History of Ashes,” an adventure for 10th-level characters, by Michael Kortes. ► An exploration of the Cinderlands, a scorched wasteland where nature is as deadly as the monsters that stalk its blistered ground, by Jacob Frazier. ► Learn the trials and traditions of the Shoanti, Varisia’s fierce barbarian natives, by Eric L. Boyd and Michael Kortes. ► Eando Kline finds himself caught in the middle of an all-out orc war in the Pathfinder’s Journal, by Richard Pett. ► Five new monsters by Michael Kortes and J.D. Wiker.
Temple of the Gleaming Sands is a short adventure for four 5th-level characters that features monsters, spells, and items from the newly released Sandstorm book. You can use this scenario to introduce the new material on deserts and arid wastelands into your campaign, or you can just use it as a site-based adventure in a desert area. The scenario is set in a remote area of the desert that very few humanoid travelers visit. The temple from which the adventure takes its name has lain forgotten for centuries and is now inhabited only by monsters who use it as a base. The area around the temple should be inhospitable enough to discourage humanoid settlement.
A long, perilous ocean journey behind them, the crew of the Sea Wyvern finds itself shipwrecked on the Isle of Dread. Their destination lies well over 150 miles to the south, miles heavy with the threat of the island's terrible inhabitants. Yet the unknown enemies are far more sinister, for more than just dinosaurs hunt the vast jungles. Before long, a cunning fiend picks up their trail, and its duplicitous master demands their sacrifice. "Here There Be Monsters" is the fourth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in 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 #352 of Dragon explores the Isle of Dread in detail, providing a complete ecology of the island and the writing of Larissa Vanderboren. This article can be used as a player handout to represent the journals the group recovered from the Vanderboren family vault in the first adventure in the Campaign. Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. Pgs. 32-60
This sequel to issue #87’s ”Raiders of Galath’s Roost” takes the PCs back to the Dales region, where they must uncover a plot to destabilize the region. Zhentarim agents from Zhentil keep are disrupting trade along the Moonsea Ride, while drow from the forests are slaughtering merchants and taking their goods to sow discord between the humans of Misteldale and the elves of Cormanthor. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. Pgs. 48-68
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
What's happened to the Pearl Tower -- an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?
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
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 shifting desert sands have revealed an ancient obelisk from a forgotten age, an obsidian monolith whose presence is having an unsettling effect on the surrounding desert. Ancient dead arise from the dunes, dangerous jackalweres launch attacks on caravans and villages, and the mysterious Order of the Obsidian Eye has flocked to the unearthed ruin for reasons no doubt dire. What monstrous portents do these events foretell?
This adventure works best after going through the original trilogy (Death, Terror, and Madness in Freeport). After exposing the madness and corruption of the previous Sea Lord, a succession crisis is upon Freeport. There are no heirs to the seat of power, leading the Captains' Council to overturn the Law of Succession. But opening up succession plunges the city into chaos as various factions vy for the title. The PCs will need to survive riots and secret plots to make sure the right man (or woman) ends up with the job.
Fear stalks the streets of Old Korvosa as the Curse of the Crimson Throne continues! Anarchy, plague, and the mandates of a pitiless queen have thrown the island community into chaos. Forsaken by the government and cut off from the rest of the city, hundreds of unfortunates stand helpless against the rising criminal warlords, each eager to carve out a slice of Korvosa as his own. Yet, amid the turmoil of warring gangs and sinister power mongers hides the only man who might be able to restore sanity to the beleaguered city. But why has he remained silent for so long? What secret of the new queen does he hide? And what fiendish power grows in the shadows, ready to sink its claws into the heart of Old Korvosa? This volume of Pathfinder includes: ► “Escape from Old Korvosa,” an adventure for 8th-level characters, by Richard Pett. ► A glimpse into the world of assassins and the blood-soaked path of Golarion’s peerless killers, the Red Mantis, by James Jacobs and Nicolas Logue. ► The merciless manipulations and earthbound evils of the rakshasa, by Owen K. C. Stephens. ► Eando Klein finds more to fear than orcs in the heart of the Hold of Belkzen, a new entry into the Pathfinder’s Journal, by Amber Scott. ► Five new monsters by Brian Cortijo, Joshua J. Frost, James Jacobs, and Richard Pett.
Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Will the PCs aid those in need?
Introductory adventure to the 3.5 system for up to four 1st level characters. The adventure takes the party through a typical dungeon setting, leading to the lair of a Young Blue Dragon.
To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web
This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.
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
Over the top low level dungeon takes you through the sewers to stop a blood worshiping madman his Kobold minions.
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?