As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214
Sacred relics of the monastery, the eyes of the dragon, have been stolen from their rightful place in the eyes of the Ascendant Dragon statue. The elders have chosen one from among their ranks to go and retrieve these two fist-sized emeralds and bring them home.
Blood and Gold is an adventure involving crime, drugs and vampires. The quest takes place in an urban area and can be played in any (low) fantasy campaign setting. This scenario features a new captivating and deadly drug. The storyline is hardboiled and probably better fitting for characters of low morality, who won’t take to heart when it comes down to beating people in order to extract information and working for thugs and criminals. Still, the party can be kindhearted and their reasons for meddling with a shady crowd can be for a just cause. But by the end of the day, they themselves will be tempted with the pleasures of sinister life. Adventure Synopsis: Vampire Aris is a self-proclaimed prince of thieves and murderers. He is a ruler of the underground and a demon of night. Aris rose to power through gold and a drug he created from his own blood. Red Sinew is highly addictive, but gives pleasure mortals can’t resist. Aris is a sole vampire who knows how to create this potent toxin, or at least that’s what he thinks. Couple of months ago, his business got stale. There is a new dealer on the street who did not only steal Aris’ local customers but also his exporters. The ancient Vampire is furious as his dominion is shaken. He is set on revenge and blood will be shed, mortal and immortal alike. Published by: Adventurer's Inn
557 pages - five adventures! The first act of the critically acclaimed ZEITGEIST: The Gears of Revolution Adventure Path now compiled into a gorgeous hardcover book! These five adventures are the first act of a steam & spell campaign for the Pathfinder RPG (also available for Dungeons & Dragons 4th edition). Steam and soot darken the skies above the city of Flint, and the choking products of its industrial forges sweep from the majestic harbor to the fey rainforests that dot its knife-toothed mountains. The Unseen Court, the Great Hunt, and the many spirits of the land no longer receive tribute, but they cannot enter these new domains of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this bleak urban labyrinth. Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new era is nigh. But what they cannot foresee, hidden beyond the smog of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist. This tome contains Act One of ZEITGEIST: The Gears of Revolution, a cinematic adventure path designed for experienced Game Masters. These five 'steam and spell' adventures will take your party - members of the Royal Homeland Constabulary - from 1st to 8th level as they solve murders, engage in magical spycraft, and unearth villainous conspiracies. Take a step away from traditional fantasy, and play a part in shaping the coming age!
Below the streets of Waterdeep a new gang of goblins have moved in and have started stealing anything and everything. It now has become incumbent on the characters to go into their lair and deal with this rogue band of goblins.
About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd level characters.
On the shores of the Sea of Fallen Stars, in a small and xenophobic coastal town, there is a mystery that must be unraveled. People have started disappearing during the past months, as a direct result of the criminal activities going on in town, under cloak and dagger. The players must examine clues, talk with witnesses, and investigate further, to help the people of Saltwater restore peace and order. The smuggling mastermind and his lackeys, including a vicious shapeshifter, will stop at nothing to stop the players from achieving their objective. This is a starting adventure for players and DM’s alike, which may also be used as a starting point of your campaign and easily adapted to any small coastal town in your game world. It involves a great deal of roleplaying and some degree of battle, depending on the player’s decisions. A cloak and dagger investigative adventure, for nerves hard as steel and fists tough as nails.
A dwarven expedition has stopped in Mulmaster for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some “no questions asked” protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands? A four-hour adventure for 1st-4th level characters.
Each year the Emperor holds a competition to select a new Adamantine Chef. When a challenger emerges from outside Kara-Tur, the current Adamantine Chef aims to win before the first dish is served. The challenger turns to heroes in this desperate hour! This adventure pairs action with humor. The menu includes high-flying martial arts action, wild animal hunts, shopping, haiku, and, of course, a food fight! Dish this out as fast food for a fun game night, or use the included tie-ins as extra flavor for an ongoing campaign. Delicious! A Forgotten Realms culinary adventure, featuring: - Tie-ins to the Tyranny of Dragons, Elemental Evil, and Rage of Demons storyline adventures or your own home campaign - Two new monsters - Innovative encounters offering your players unique roleplay and combat experiences - Links to the adventure The Five Deadly Shadows, extending play - A food fight with special food-weapon rules!
It's a frigid New Year's Eve, and the heroes gather near midnight in a small condemned tavern wihtin the Free City-State of Gate Pass. Located in the mountain pass which separates two hostile nations. Gate Pass has been neutral since the end of their last war. That neutrality is about to be put to the test, as a scourge comes for the city from the nearby empire of Ragesia. By now, every magic-user in Gate Pass knows of the Scourge. The Emperor of Ragesia died barely a month ago, and a witch named Leska has moved to cementer herself as the next empress. Leska leads the Ragesian Inquisitors, clerics specialized in countermagic and has decreed ass disloyal mages to be tracked down and killed to prevent future threats to the empire. Their first target is Gate Pass, whose neutrality has long been viewed as an insult to the nation's honor. This is the first of twelve adventures in the War of the Burning Sky adventure path from E.N. Publishing.
Sitting at the mouth of the Saint Torgoth’s Causeway leading to the Newmack Sea is the port city of Civille and home to the baron of the land. This former fishing settlement has grown in the last century to be a stronghold for the Baron Philostratos de Civille as well as a financial boon for the entire area. In growing itself into a small seaport this city has been able to increase income by a factor of five. While the port itself brings in a significant amount of goods it also acts as a travel point for the Caravan Masters. This location is one of the main areas for the FD series and can be used as a base of operations
When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking. If our plucky adventurers ever want to see their loot again they’ll need to help him wipe out a band of murderous house-breakers that aren’t just spooking potential targets, but are behaving in a most ungentlemanly fashion while doing so. One way or another, there’s going to blood spilled in the shadows tonight!
The Children of the Harvest is a stand-alone adventure set in The Blight for 4—6 7th- to 8th level characters. The Blight is a dark place. Children disappear all the time, especially those of poor. The Harvester of Cribs, one of the city's strange local gods, is blamed for many of these disappearances. Typically , these disappearances arc random, isolated instances, and in many cases, Harvester has nothing to do with it all, merely being a convenient explanation or alibi for some other nefarious activity. This time, however, 36 children have disappeared from their homes— all in a single night—and many of them were not from the houses of the poor. Not even jaded folk of City-State of Castorhage will stand for this (especially not a prominent Justice and a guild leader who have each lost a child in this rash of disappearance). Now is the time for a call to action. Now is the time for heroes.
“Den of the Destroyer” is the sequel to “The Lost Mines of Karak,” continuing the unfolding story of the Scales of War adventure path. In this adventure, the PCs are called back to Brindol by a surprising summons. There they learn that a platinum sword they had collected back in "Rescue at Rivenroar" is no mundane item - the blade is sentient! The blade charges the PCs to undertake a dangerous mission to an abandoned githzerai fortress in order to perform a ritual to awaken the blade's true form. Along the way, they must deal with bounty hunters hired by an old enemy (from "Shadow Rifts of Umbraforge"), and confront a vile gang of gnolls terrorizing Elsir Vale. Pgs. 14-54
Welcome to the Port City of Antioch! This sprawling community is the seat of power for the Kingdom of Nirack and has more than a few sights to see! This setting was created for a desert (fore coming) series and was used as a base of operations for the adventurers. Many strange sights await those wishing to visit the area. Note in the player testing version there was a language barrier until a Dwarven slave was located to translate for the party! This is of course optional. Welcome to the exotic world on the southern shores of the Newmack Sea!
A plague has struck Waen Fawr, leaving hundreds dead, the city lawless and in crisis. The plague seems to drive those affected to violent, manic behaviour and the city militia have their hands full. Smoke shrouds the city as buildings burn, bandits and looters roam the streets amid the chaos. This adventure comes with tiles to create a city map as the players explore. Tables of rumours and random encounters are provided, as well as detailed location-based encounters. Pgs. 28-48
Stop evil cultists of the Crushing Wave. The party rescues a member of the Brotherhood of the Cloak in Mulmaster (local mage guild); Drayson Fivestar. Drayson asks them to investigate the murder of his colleague. After some urban investigation, the investigation leads to a former guard tower of the Zhentarim, now occupied by elemental cultists. The tower was submerged in mud, but recently uncovered. The party faces of with the cultists. (Large page count, but feasible as a one shot after some editing, will probably take two sessions at most)
Death slithers across the Dunes. Nightmares of desert horrors trouble the dreams of the innocent while raiders grow ever bolder beyond the walls of the great city-state of Tyr. Bandits and merchants chase rumors of a temple hidden in the desert, an ancient shrine to the primordial Ul-Artha said to safeguard a fragment of the artifact known as the Crown of Dust. Can the heroes recover a caravan lost in the wastes, repel the threat of vicious raiders, and win the relic form the perilous temple? Now that Tyr is free of Kalak the Sorcerer-King, opportunity abounds in the city and the surrounding wastes. But some see Kalak's fall as the beginning of Tyr's end, and the unpatrolled deserts nearby are rife with danger. Outlaws openly defy the city's Revolutionary Council and threaten outlying holdings. If Tyr is to thrive, heroes must arise to tame the lawlessness and evil that threatens the free city.
A corrupt Duke of Lankhmar’s foibles paraded before the masses for their entertainment puts an acting troupe in trouble. Threatened by the insulted Duke and his private guard, the performers need assistance to make it through their final performance of “The Fiascos of Duke Hogfat.” With nobody else to turn to, the troupe hires the PCs as their evening’s protectors. Will the play end in a standing ovation or will the Duke and his thugs bring down the house on the troupe and their defenders? Officially licensed from the estate of Fritz Leiber.
The Giants are on the March! The Rise of the Runelords Adventure Path continues! Driven to battle by a maniacal warlord, the once-peaceful stone giants of the Storval Plateau threaten to destroy the sleepy town of Sandpoint. Will fast action and quick wits be enough to save the defenseless community? Yet, even if the giants' initial raid can be repelled, only by striking at the heart of their titanic war machine—the black-towered fortress of Jorgenfist—can the menace be quelled. But who knows what mysterious bloodlust spurs the usually peaceful giants to war, or what mysteries lie beneath their ancient fortress?