The Cloaks of Mulmaster have taken an interest in your progress, and may be looking to sponsor adventurers for future work. You’ve been offered an interview with one of their ranking members at the Theater of the Stars, but you never know what to expect in the City of Danger. A four-hour adventure for 1st-4th level characters.
The walled city of Wheloon holds the criminal population of Cormyr. The residents of that place are bound to it forever and cut off from the outside world. Inside, plans are made and malcontents pool their resources – and outside, forces influence the innocent to ensure that a dire plot can be realized without interference from the knights and mages that guard the realm. Now you’re here with no memory of what brought you to Wheloon, and all you can think of is finding out why!
Legends of a "mountain of gold" provoke a mad scramble for a mysterious book laden with clues to find certain statues around the city, which themselves hold additional clues leading to the hiding place of the fabulous treasure. An adventure for using old-school advanced rules with twists and open-ended problem-solving in a city rife with overt treasure-hunting and covert Byzantine plotting by multiple factions. Published by Coiled Sheets of Lead
The doctor is out … of patients! An infection of mold is spreading in the city, and its haveing a mnsterous affect on the population. Its up to the party to deal with this growing threat. Pgs. 60-68
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.
Andrew Engelbrite's gripping tale of intrigue and honor takes the adventurers from a chance encounter with a kindly elder matron in Hofuku Prefecture, across the sea to the polluted islands of Uragi Prefecture, and into a deathtrap of enslaved water folk under the control of madman! What you'll find in Honorable Wills: Kittiyona and Ikkitongaku: Details for 2 of Soburin's capital cities (including full page maps) 18 new monsters and NPCs ranging from the heirs Torimu to the mythical umibōzu sea monster Cosmetic Augments: A new type of invasive technological enhancement and the Bioartist Monastic Tradition Torimu Keep: A 20 page, 3 level, fully-mapped dungeon An epic module that will end with the PCs reaching 11th level! Published by Storm Bunny Studios
CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.
During a summer drought, Mulmaster is threatened by a series of arson attacks. As the populace riots, accusations fly blaming Thayans, residents of the ghettos, rowdy sailors, the refugees from Phlan and dozens of others. Can you solve the mystery before the city burns?
Save Sharn from planar catastrophe in the epic thirteenth and final episode of the Across Eberron: Convergence Manifesto adventure path. This three-part adventure is designed for five 7th-level characters. Your party does not need to have played past episodes to enjoy Skyfall, though previous adventures (see below) with the Clifftop Guild will deepen their experience. Written for use with either Eberron: Rising from the Last War or the Wayfinder's Guide to Eberron by Keith Baker. Adventure Summary: In this climactic conclusion to Across Eberron: Convergence Manifesto, the adventurers are charged with saving the magical metropolis of Sharn before a vengeful academic can destroy its manifest zone using the convergence of Eberron’s 13 planes. Characters must race across the city’s diverse districts in a battle of wits and weapons, locating artifacts linking the 13 planes and disabling the Convergence Engine before it is too late.
A pall hangs over the frontier town of Wellspring, casting this once-vibrant place into corruption and death. Strange people stalk the streets and unexplained murders occur each night. Nagging fears that more horrors will spill forth from the Kadagast Mountains instill a pervasive paranoia within the townsfolk. Suspicious people watch their neighbors, and temple attendance has never been higher. Folk keep to themselves, hiding in their homes. They avoid darkened streets, lock their doors when night falls, and shutter their windows to close out the screams and shouts echoing in the dark. If the grim threats pressing the town are not stopped, the fl ame of Wellspring might very well flicker out.
Ever needed to spice up a stay in a city? Or, ever needed something to fill the gap between sessions when you are missing a player? Add a little flavor to the adventurers’ city visits with a rampaging mummy, a circus gone wild, a haunted inn, and much, much, more. This 80-page supplement contains 26 encounters written by best-selling Dungeon Masters Guild writers and new writers! Encounters in the Savage Cities includes: •26 unique encounters / mini-adventures ◦A mix of combat, roleplay, and investigation •Scaling Suggestions for CR 1-10 •New creatures •Custom Art •Downloadable Custom Maps (as a separate file) These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.
A Brelish spy steals and defects with a powerful magic sword and the adventurer's have been hired to track down and recover the item. This adventure features a lengthy chase overland on horseback, on a train, and an airship. Along the way the adventurers will also have to deal with third parties seeking to recover the sword for themselves, such as Warforged agents of the Lord of Blades who have hired halfling mercenaries riding glidewings (pteranodons), and Emerald Claw raiders piloting an opposing airship. This adventure can be run stand-alone or as a sequel to The Forgotten Forge and Shadows of the Last War.
What’s Included Heroes of Karatheon is a self-contained 6-7 hour 5e adventure for three to five 5th-level characters. This premium module includes: A full three-part story that evolves based on the players’ performance and choices Battle maps and custom NPC stat blocks New rules for chariot racing, a 4-stage relay race, and a “capture the flag” encounter A random table for 6 fleshed out Greek mythology-style encounters Your Mission A terrifying beast stalks the surrounding area of the port polis of Karatheon, destroying crops and endangering the lives of its citizens. The ruler of Karatheon, Archelaos Cirillo, has organized a tournament to crown a champion, bestowing upon them his blessing to slay the beast. Face off against other adventuring parties in the Colosseum, traverse the dangerous wilderness of the world of Korinthos, and hunt the beast in the mountains it calls home to claim eternal glory.
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City! TSR 9046
The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.
Tilagos Island does not appear on most maps of the Nyr Dyv, yet the storm-shrouded island hides the greatest repository of knowledge of an ancient cabal of druids who defeated Kyuss 1,500 years ago. "The Library of Last Resort" is the nineth 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. High-level characters have a staggering array of options at their fingertips for exploration and travel, and issue #341 of Dragon outlines several of these. Pgs. 58-89
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.
The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besiged nation. Pgs. 26-50
Death stalks the streets! The Curse of the Crimson Throne Adventure Path continues, bringing the blistering red hand of death to Korvosa. What starts as an isolated outbreak swiftly turns into a full-fledged epidemic and soon no one is safe. The city’s resources quickly overwhelmed, a desperate queen takes harsh measures to stem the rising death toll. As bodies fill the streets it falls to the PCs to seek allies among the city’s desperate guardians, curb the tide of panic, and save who they can. But with the fates of thousands in their hands, can the PCs reveal the mastermind behind the unnatural plague before Korvosa becomes a single mass grave? This volume of Pathfinder includes: ► “Seven Days to the Grave,” an adventure for 4th-level characters, by F. Wesley Schneider. ► An investigation of diseases, plagues, pestilence, and their effects on fantasy worlds, by Rick Miller and Edward P. Healy ► The commandments of Abadar, the god of cities, wealth, and law, laid bare by Sean K Reynolds. ► Eando Kline dares the anarchic, monster infested ruin of Urglin in the Pathfinder’s Journal, by James Jacobs. ► Six new monsters by F. Wesley Schneider.
Refugees in Mulmaster have had a fairly tough time, and that was before the disappearances. The few that return have been changed, refusing to believe that they were even missing. You have been asked by Mulmaster’s nobility to find the source of the disappearances and put an end to them. This adventure premiered at AMERICA's Cup 2018 in New Zealand.