Prince Zeech, the ruler of the town of Alhaster and lord of the domain of Redhand, is throwing a party. Bandits, slavers, pirates, and worse have been invited, along with a mysterious woman who holds the key to the coming apocalypse. "The Prince of Redhand" is the eighth 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. Issue #340 of Dragon presents guidelines for what the PCs can do to dress to impress, and perhaps eke out a few precious bonuses on their Diplomacy checks. Pgs. 48-79
Framed by the Covenant of the Knife and thrown in the notorious Blackmaw Prison, Karl Manderholm awaits his execution at the hands of the deadly assassins’ guild. In order to save him, the PCs must enter Blackmaw in the guise of lowly prisoners and expose the one man who can clear Karl’s name, the Shadowmaster of the Covenant himself. Pgs. 34-50
Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.
Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.
As first level PCs, your quartet begins to run low on funds and needs a job. A consultation with the local Alderman uncovers the city of Marshall is current in the grip of a crime syndicate. The ‘voice of the people’ points out that treasure and accolades would go to the group able to rid the city of this scourge. Eager to prove your mettle, you and your associates offer to help!
The trade coster Commus is up to something big, and its rivals want to know what it is. The PCs must investigate the situation before things get too hot to handle. Where There's Smoke is a single session adventure for four to five 1st level characters. It is an urban adventure, taking place in a large town or small city. The adventure also includes 5th edition write-ups of two creatures from the 3rd edition Monster Manual II - the Ash Rat and the Grimalkin.
Scholars Square is a relatively quiet corner of Phlan, but a series of odd thefts have the headmasters of verious schools in the area concerned. The headmasters' pleas for help have gone unanswered by the Black Fist, and the Lord Sage of Phlan decided to reach out to you and your kind to bring those responsible to justice.
Far2 – Discord at the Docks is a short adventure based in the city of Phoenix in Fartook. Similar to Far1, this adventure is for low/novice level players. The adventure begins as your ship docks in Phoenix and you and your group debark. The scenario was designed for five players and gives them a variety of small problems to tackle. The PCs were on a delivery mission but mistook a subject on the dock as the intended recipient. The true owner is not pleased at the foul up and demands the party fix it IMMEDIATELY. Part of the inspiration for GenCon 17’s adventure, this scenario gives a number of “inconsequential” encounters that bring depth to urban adventuring!
Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.
This is an adventure for four 6th to 7th level PC's that may be completed in a single session. The Untamed are a street gang in a busy city. A recent change in leadership has transformed the members from pickpockets and second-story thieves into kidnappers for an inter-dimensional aberration named Xlrieh'oc. Their hideout is now a strange and wicked factory, capable of extracting the firm essence from a person; the process leaves the victim partly ethereal and their form no longer casts a shadow. Although most victims die during the procedure, those who survive are conscripted into the gang. The extracted essence is crated and shipped to the aberration's home plane through a breach between worlds in the hideout's backroom.
Pirates and powderkegs. An undersea menace has the merchants of Scalabar up in arms. A strange sea monster is plaguing the trade ships near Scalabar, a coastal city. You have arrived in Scalabar at the behest of Sora Calhaigne. The lady of House Calhaigne needs brave heroes to investigate the loss of her galleon, the Morning Star. She has reason to believe that the sea monster is not what it seems. Includes a list of random city encounters, a keyed map of the port city, Scalabar, as well as a simple overland map of the Scalabar coast, a map of a typical two-story warehouse, a keyed map of the pirate caves, and a keyed map of the ship Thresher. Pgs. 10-27
Today's offering was our convention scenario for SkyCon 2018. The scenario was written for younger gamers with some combat challenges along with a lot of roleplaying opportunities. It is easy enough to drop into your own campaign for an entertaining little adventure.
A mysterious package, a forgotten guild, a lost heir, and an undergoing conspiracy. Unfold Neverwinter’s dark past in this urban-intrigue D&D 5th edition adventure. The characters are called to guard a mysterious package that arrives the city at night. A well-planned robbery and the fact that this package was ordered by Lord Dagult Neverember himself alerts them that, this is not going to be an ordinary task!
The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.
Baldur's Gate Break-Ins collects three heist and infiltration adventures for characters of levels 3-5, for use as a continuation of Burial in Baldur's Gate or as standalone modules. This collection fleshes out several locations around Baldur's Gate, providing adventures in every quarter of the city: Crash the world's worst dinner party in Eomane House! Contend with a criminal operation, a murderous raid, and a Feywild crossing in Jopalin's! Break up a blood-drenched cultist lair in Hamhocks Slaughterhouse! This book includes adventure hooks for running each location separately or as part of a campaign, a guide to running heist and infiltration adventures, three possible group patrons for the party, maps and rosters for each location, more than a dozen creature and NPC stat blocks, and a map pack with player and DM maps by Dyson Logos.
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
Rogues in Remballo is a city adventure set in Frog God Games' Lost Lands campaign world. As an introduction to adventuring in the Borderland Provinces, the City of Remballo immediately gets first-level characters embroiled in strange plots, sinister intrigue, and fierce battles. Is the thieves’ guild of Manas encroaching on the territory of the Remballo guild? What is hidden in the sanctuary-courtyard known as the Four Corners? How is the powerful banking house of Borgandy involved with all of it? What starts as a straightforward mission actually involves a host of complications — some of which can be deadly if the characters don’t play their cards right.
In part one of the Randal Morn Trilogy, "The Sword of the Dales," the legendary leader of Daggerdale, Randal Morn, was captured by unknown assailants as he sought to regain the great weapon for which that adventure was named. A stalwart band of enthusiastic heroes was recruited to ride to his aid, yet all they recovered was the Sword itself and a message: "Seek me in Spiderhaunt Wood." In the second part of the trilogy, "The Secret of Spiderhaunt," those same adventurers found Randal and freed him briefly, yet he was almost as quickly torn from their grasp by an agent of the evil Zhentarim, seeking to end the threat of Randal Morn's return to power. In this final episode, the heroes must follow the kidnapper's trail and rescue Randal Morn again before the Zhentarim finish interrogating him and the axe falls upon his neck. Armed with the Sword of the Dales and aided by a powerful spirit that lives within the weapon, the heroes must march into the heart of Zhent-occupied Dagger Falls, free Randal Morn, and save the city from utter destruction. The job is dangerous - perhaps more than the heroes can handle - yet those who would live in songs and legends cannot concern themselves with living to a ripe old age! This is the final part of a trilogy of modules that began with "The Sword of the Dales" and "The Secret of Spiderhaunt." TSR 9488
Part Three of the Umbral Aristocracy Trilogy. You’ve been set up. However, the man you were set against is more than willing to forgive and forget, if you are willing join forces to seek a terrible vengeance.
When a vile and mysterious plague strikes the city of H'vari, the Satrap orders a quarantine until the disease is cured. The PCs become trapped in a city in the throes of an epidemic.The players must venture into seedy tenements, walk among the dead and dying, uncover the unique symptoms and find a cure. Will the players solve the mystery behind the pestilence or will they themselves succumb to the coming plague... "The Coming Plague" is a four-hour adventure for 3-6 players. It is written for characters of 4th-7th level. The PCs are trapped in a plague-ridden city until they discover the source of the disease, a vile Otyugh. This module includes a two hand rendered maps and a new goddess to add to any pantheon. ...the vile Otyugh busts from the water and lashes out with it's disgusting, ropy tentacles! It's howls and bleeps are like nails on a chalkboard. It seems happy that a fresher meal has come along...