The winter portal has closed, but the heroes now find themselves trapped in the frozen land of lrrisen with an urgent quest-to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city ofWhitethrone, where Baba Yaga's Dancin9 Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of lrrisen's White Witches ?
The City of Sands adventure module starts where the Domes of Ishaq-Zahur leaves off, sending a party of heroes from the peril of the desert tombs to the streets of the sandy metropolis, Archensheen. There the players will find themselves caught in the middle of a fierce struggle for political power and ancient artifacts as factions from all across the city vie for control of relics from the Nartheneen's glory days. Choosing a side may make more enemies than it does friends, but can the heroes survive if they choose to stand alone? Part 2 of 6 in the Fate of the Forebears series.
“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53
Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55
As a new Ice Age spreads across the Forgotten Realms, cities fall to the unstoppable Glacier of the Frostfallen – all but Stormhaven, holding on against the forces of the Frost King. Neverspring Frost is a 17th-20th level campaign for seasoned players featuring the existential threat of an eternal winter blighting the world of Toril. The city of Stormhaven has managed to survive the Glacier, a wall of magical winter that has enveloped the land. From Stormhaven, a party of adventurers arises as legendary heroes who will strike back against the legions of Frostfallen and reclaim the world.
Travelling long distances is the constant lot of the adventurer. This time, their quest will take them across the sea, and deep into the interior of a country they know little about, to retrieve an artefact stolen by one bunch of clerics from another. Now, we all know that meddling in the affairs of the Gods can be a hazardous affair, but this time the Gods haven't been worshipped for hundreds of years, and their clerics slaughtered each other in a great battle back in the distant past. Maybe this is that adventure we've all been waiting for, where the treasure is just sort of sitting there, and all we have to do is go and get it... A complete 40-page adventure, with stats for the D&D/AD&D games, and background information to use with the Pelinore campaign.
Sometimes its better not to know... Citizens are turning up in the city in catatonic states, alive but devoid of personality. Are they the victims of an illness or disease, or is there something more sinister at work? Encountering one of these poor souls, the characters are drawn into an investigation of politics and treachery, seedy underworld dealings and rooftop chases, culminating in a fiery conclusion. Can they discover the cause of this epidemic before it’s too late?
"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.
Has a new thieves' guild arisen in town? The signs seem to indicate it. But who are they and where have they set up shop? The PCs have been asked to find the new guild and "persuade" the thieves to direct their attentions away from the Riverine trade coster. It is up to them to decide how. A short urban side adventure for four 7th level player characters. For 5th edition Dungeons and Dragons.
Part Two of the Umbral Aristocracy Trilogy. The treasure hunt has led to the City of the Dead. Beneath that well-manicured park is an ancient crypt where the treasure awaits you!
Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.
The Thieves Guild Ebonclad has assigned to party a mission to find the missing Ebonclad Seeker, Osme Sunshadow, as well as investigate the prospective thief Korina Ren. The mission’s conclusion takes the party on a “traditional” dungeon dive in search of a missing guild member, however, how they get there will depend on the work they do in the city. Finally, the mission gives you, the GM, multiple scenarios to choose from that will affect its outcome.
The Mummy's Mask Adventure Path begins with "The Half-Dead City," an exciting new adventure in the pyramid-laden realm of Osirion, Land of Pharaohs! In the city of Wati, the church of Pharasma holds a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of the nation's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes encounter a group of rival adventurers intent on keeping one tomb's treasures for themselves. At the same time, the heroes learn that a dangerous artifact has been stolen from the tomb. Can the adventurers defeat their rivals, or will they fall to the undead defenders of the city's necropolis?
The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.
Just when you thought it was safe to take a long rest. She's Back! The terrifying SEQUEL to the PLATINUM bestselling, and Dragon+ Magazine featured horror adventure: The Haunt. The Haunt 2 is both a one-shot, and a sequel that can be run as either. Long, long ago St. Greycastle’s Hospital served the city through the years, mainly treating the wounded and sick among the militia. Over time, the lower basement was converted into a sanatorium, housing those who became maddened from enduring the violent, brutal orcs raids which plagued the region during that time. This was the place where Gertrude, the night hag, tormented patients, and created her masterpiece, the Evil Doll. Now, after all of these years, Montarthas Manor has finally fallen, and the Evil Doll has been wounded. She has returned to the only familiar and safe place she remembers, to lick her wounds and plot her next move. Her presence in the hospital awakens the evil inside, creating a nightmarish charnel house of terror. In addition, the hospital itself feeds on fear. Do your players have what it takes to enter the haunted and evil hospital, to finally end the haunt and terror of the Evil Doll?! Published by P.B. Publishing.
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.
A Scavenger Hunt? The adventure begins in the city-state of Zoa as the wizard Geolain tasks the player characters with a quest to gather three ingredients they will use to forge a magic coin to defeat an evil wizard. Which will be more dangerous to collect, the mysterious diamond touched by death, the blood of a devil spilled by a coward or a blue dragon's breath? As the player characters race around Reanaaria Bay ti find the rare items, their nemesis Daresh the wizard begins to grow in strength and wrest power from the Skryvalkkers of the Lands of Skaarna. Will the player characters find the ingredients and enchant the coin in time? They just might be Skaarna's only hope. Published by Kenzer & Company
The city is gripped in fear! The Ripper has returned after a 125-year absence and is once again carving a trail of blood through the slums of Millers Court. Also returned is the ghost of Mari Kell, his last victim from more than a century ago, and she haunts the streets where she was killed. The city watch is at a loss to solve this supernatural mystery, much less apprehend the Ripper himself. All the clues point back to the hovel where Mari Kell was slain long ago. If the heroes are brave enough to enter, will they find the Ripper himself there?
"Den of the Rotten Kings" is a wererat lair suitable for four 3rd-level characters. This adventure can be completed in one session.
The great city of Absalom is known as a center for trade, education, and art. Inside the Ivy District reside dozens of famous artists, but one has the talent to bring his paintings to life and use paint to conjure terrible monsters bent on destruction. Can the player characters stop the mad painter before he perfects his art? Gallery of Evil is an urban adventure for 8th-level characters, compatible with the world's most popular fantasy roleplaying game. This adventure includes details on the metropolis of Absalom's Ivy District, as well as the home of the diabolical artist and his twisted works. The PCs must track down the deadly paintings and discover the true identity of the artist behind it all.