This was supposed to be a simple job! In the small town of Haanex on Reanaaria Bay, the wizard Veoden assembles the PCs to do a simple job: find the remnants of a meteor said to be made of the rare substance mithral. First they must find a map that local rumor tells is guarded by the spirits of the dead. Upon recovering the map and locating the crater, they uncover a plot to create a powerful magical item called the Coin of Power. This artifact is a tool for wickedness and the players soon find themselves on a quest to learn the means to destroy this evil item and its insidious master before she destroys them. Complicating matters is the fact that the one man who can help them was lost during an expedition to the Reelio Jungle months ago and is yet to return. Will the PCs be able to survive the rigors of the jungle and solve the riddle of the tribesmen who live there? The lives of innocents might depend on it! This accessory provides characters with an elaborate storyline and a chance for many varied types of adventure. You will take your PCs from the quiet village of Haanex in northern Reanaaria Bay to the Vry Naasu Headlands, the City-State of Zoa and finally the forlorn Reelio Jungle. The Root of All Evil fantasy game supplement is set in the popular Kingdoms of Kalamar Dungeons & Dragons campaign setting but can be adapated for use in any setting! This module can be used by itself, or as Part One of the Coin of Power trilogy (see also Forging Darkness and Coin’s End).
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
A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.
A short adventure for the Midnight campaign setting from Fantasy Flight Games. On a mission to retrieve information important to the resistance, the adventures get caught up in struggles between factions of the Shadow.
Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth 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 #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66
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
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?
A world of fire and wonder awaits! The path of the planes is fickle, and the PCs’ road home proves far more difficult than any had anticipated. Emerging from the pleasure plane of Kakishon reveals all the wealth and terror of a vast efreeti palace, tightly sealed by ancient magics and situated at the heart of the incredible City of Brass. In this lavish citadel of sculpted flame, the PCs gain a glimpse into the burning obsession of their hidden foe. But will their discoveries be of any help to their imperiled world, hidden away in some distant reality? And can they ever hope to escape a prison that has for untold centuries caged some of the most powerful creatures of a realm of endless flame? This volume of Pathfinder Adventure Path includes: ◆ “The Impossible Eye,” an adventure for 11th-level characters, by Greg A. Vaughan. ◆ A tour of the City of Brass, the ancient capital of the efreet and most legendary city in all the planes, by Wolfgang Baur. ◆ A fearful look into the savage cult of Rovagug, the imprisoned god of wrath, disaster, and destruction, by Sean K Reynolds. ◆ The adventures of Pathfinder Channa Ti as she discovers wonders and dangers under the sea in the Pathfinder’s Journal, by New York Times bestselling author Elaine Cunningham. ◆ Four new monsters by Adam Daigle and Greg A. Vaughan.
The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace among the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover the secret enemy lurking in their midst? "Voyage of The Golden Dragon" is a stand-alone adventure for the Dungeons & Dragons game that immerses your characters in the Eberron campaign setting. Designed to challenge 7th-level characters, it takes heroes on a perilous journey from Sharn to Stormreach and also serves as a launching pad for adventures the world over.
"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.)
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
Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?
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…
The residents of Haskenport are worried -- someone is living at the old manor house. The local druid says it's a band of hobgoblins. Are they just looking for a temporary shelter before moving on? Or do they plan to bring a whole tribe to live there when the place is secured? Or do they work for an even worse creature that no one has seen yet? Whatever their reasons for being there, the situation can't be good. It's up to the heroes to clean the monsters out of the place so the townsfolk can sell it.
The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.
An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?
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.
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.
When the man who would be the Muted God wordlessly stepped beyond the gates of the Starstone's Cathedral, his thousand and one faithful ringing the Ascendant Court watched with the silent contemplation that is their highest sacrament. When he failed to emerge, many of his penitents abandoned their vows but a small sect remained loyal and worshipful. You and your fellow Pathfinders are sent into the mountains north of Absalom to follow the path of a doomed party and uncover the secrets of the Muted God. His loyal band of followers, called the Hand, will stop at nothing to keep you away from their shrine—even forming an alliance with some of Golarion's most evil denizens.