The yuan-ti anathema, Hessatali, calls out to his yuan-ti faithful from his prison in the Abyss. His network of vipers has uncovered the ruins of ancient Ss’tatha’lass and the Fane of Hessatali, a fountain of pure venom that will return the demi-god to life. Above the buried ruins of Ss’tatha’lass, yuan-ti agents have moved to control the politics of Scornubel. The characters fall into a complex yuan-ti plot that spans the breadth of the realm, pits the heroes against the forces of the Abyss, and explores the culture of the yuan-ti.
The hidden masters of the Ebon Triad have something special planned for the culmination of the Champion’s Games: a foul ritual designed to transform the arena into a stage of enormous carnage to honor their dark overgod. To stop them, the PCs must explore the dark complex of the arena’s master, and destroy his pet monster before it’s too late. An Age of Worms Adventure Path Adventure for 9th level characters. "The Champion's Belt" is the fifth 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 #337 of Dragon for guidelines on what they can purchase in the Free City. Pgs. 30-62
Visit Marlinko, a borderlands city where life takes a strange fever-dream cast, in this 72-page urban adventure fantasy supplement. Part city-setting, part full-blown adventure, Fever-Dreaming Marlinko is a stand-alone companion to the Slavic acid fantasy weirdness of the Slumbering Ursine Dunes. Contains background and hooks for the city's four city quarters, two complete dungeon adventure sites, two new players classes (Mountebank and Robodwarf), Chaos Index with escalating events/triggers scattered throughout the city, news generator with full news briefs and hooks, and tiger-wrestling mini-game.
As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of the planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of the portal’s power, heroes are asked to keep the peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure set in Melvaunt. The characters investigate six groups/individuals to work out their real purposes in Melvaunt.
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
Everyone who went to opening night of the Monveau Theater's newest show has gone completely insane. Can the characters uncover the shocking secrets inside the theater and find a way to end the plague of madness without losing their own minds? The Horror Within is a cosmic horror adventure for 8th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A maddening mystery where the characters' sanity is at risk -A thrilling battle against an Old One in the lost depths of the city -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops
Blue Alley lies hidden in the heart of Waterdeep. Built by a secretive wizard, it is a magic maze full of tricks, traps, strange monsters, and rich treasure. Countless adventurers have ventured inside to test their bravery and skill, yet few have returned. And now it is your turn… Blue Alley is a 3-4 hour Dungeons & Dragons adventure for characters of 1st to 4th level. It expands upon the material presented in Waterdeep: Dragon Heist, but can be played on its own or as part of any D&D campaign.
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.
"When three bodies were found with severe burn marks around thier necks, it was clear the city guard were out of their league. Inquisitives were called in to solve the case..." This is a one-shot noir adventure set in the world of Eberron. In it, the players take on the role of inquisitives investigating strange murders in one of the seedy backstreets of Korunda Gate, a city on the border of the Mror Holds. The adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around four hours. It is a great introduction to Eberron for DMs and players alike. It includes: * An exciting mystery to solve across four locations * Three vicious new monsters to fight: flaming zombie, flamelock, and face of flames * An optional bonus scene where the players pursue persons of interest in a high speed rooftop chase * A battle map for each encounter
An expansion on the original Tomb of Horrors with plot and explanation. Contains a facsimile of the original adventure. The Dark Intrusion is causing the dead to rise from their graves. This is linked to a being known as the Devourer. Following the trail of Desatysso, a wizard who followed a similar quest, the players must enter the Tomb, and beyond that, the cursed City that Waits and the Fortress of Conclusion.
Welcome to the Cage, friend. You'll want to watch your back in Sigil - it seems every cutter here's got a way to peel a clueless basher, and you're no exception. Besides, there's something happening down in the Hive that's got the factions in an uproar, and word is you're the cutter to look into it. Barmies and bubbers have been waking up in the Dead Book, but they haven't been staying there. They've been returning to Sigil with minds restored, telling tales of the Eternal Boundary. But the air's turning foul here in the Cage, and there'll be blood spilled soon if someone doesn't learn the dark of things, an quick! The Eternal Boundary is a Planescape adventure for a party of four to six characters of 1st to 5th levels. Players are introduced to the city of Sigil - the Cage, as some call it. Inside this crossroads to the planes, a sinister plot unfolds, leading the heroes into the most dangerous and desperate part of town - the ramshackle slum known as the Hive. Do your player characters have what it takes to confront the Eternal Boundary - and pass beyond?
Not all evil spawns in ancient ruins or on fiendish planes. Sometimes, all corruption needs to take root is a jealous memory, cultivated bitterness, and a lonely place to bloom. An elusive killer is leaving a trail of noble blood across the city. When the PCs are recruited to protect an influential spinster, they discover that more is afoot at Dromdal House than anyone suspects. In fact, they may be the ones who need protection, from their aging ward. Pgs. 18-28
When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48
FT32 – Borgusburg is our first offering of November and, as always, free! This is a larger, walled village suitable for any campaign. While no scenarios are included, a variety of opportunities abound in this community. Feel free to use it for depth in your own campaign!
It was supposed to be a simple job... A strange merchant offers you a simple job – pick up and deliver cargo. You have three days to get it a mere fourteen miles through the city. How hard could it be? A Simple Job is a journey through the city of Anduria, a cascading series of events that takes the heroes to explore strange locales and bargain with even stranger creatures. What secrets does the city hold, buried away for countless centuries?
The Knolls is the second largest city in the Duchy of Bast and a frequent spot for the adventurers going through the Filbar Quest (FQ) series. At over 60 pages this setting can easily appear in any campaign. Welcome to the city that Baron Tamar Wizzel rules and is a safe haven for adventurers of any level.
Floof went missing somewhere in the City of Towers. Can you help with his search? This short adventure for Level 1 characters familiarizes the players with some essential Eberron concepts: warforged, Sharn's architecture, Cannith arcanic gizmos, and the bitter legacy of the Last War. At the same time, a lighthearted tone of the adventure and a low-risk quest would totally fit novice adventurers.
"Between a Dragon and His Wrath" is an adventure for a well-balanced party set in the lands of Nordmarr. Although the adventure is best set a generation after the War of the Lance, the DM should have little trouble placing it in other times in Ansalon's history.
Two Days to Live! Welcome to Om Amarna, and the annual Horse Festival. It is a time of celebration, drinking, haggling, and thanksgiving. Celebrate while you can, because soon the peace will be shattered. And in its wake will come danger, suspicion, and tragedy. In this first adventure in the cursed land of Tieros, beginning characters will be forced to work together in a race against time to find critical answers in a crowded, diverse, and paranoid city. Answers that will satisfy the Dark Guard and the Cult of Justice. Answers that will save their own necks from the gallows. The Sword of Justice introduces Tieros, a land cursed by the acts of an ancient hero, bound by common fate, and diverse in culture and belief. In this adventure characters will become familiar with an exotic new PC race, the dangers of practicing magic in Tieros, the fanatical Cult of Justice who worships Law itself, and the ubiquitous Dark Guard, the military power that protects and enforces peace. Will you survive your first adventure in Tieros, or will it claim your life? Published by MonkeyGod Enterprises
Beware the night-things, strangers!