The Archpriest, leader of the Church, has defied a summons to the Immortal Capital. You have been chosen to retrieve the recalcitrant pontiff. Kidnap the Archpriest is designed to be an implicit tutorial for diplomacy, stealth, theft, bluffing, and cunning. It is a system-less, setting-less heist module featuring: a city (with a map) a fortress (with interior and exterior maps) two hectic days and nights a guide to designing your own heists. glorious black and white art by Luka Rejec scheming cardinals, frantic servants, and secret plots By the author of the CoinsandScrolls blog and Tomb of the Serpent Kings.
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.
The Black Tower is an adventure designed for use with either the Rolemaster books Arms Law, Claw Law, Spell Law and Character Law; or the Advanced D&D Players Handbook, DMG and Monster Manual 1. Rolemaster parties should consist of 5 to 8 characters, level 1-3. AD&D parties should consist of 5 to 8 characters, level 1-4. The main part of this adventure is written in a form which makes it partially independent of the games system chosen. The details of NPC's, creatures and specific magic items are presented at the end of this episode. This is the first part of the Black Tower adventure, though the tower itself does not appear in this issue. This scenario introduces the characters to the area, and to some of its inhabitants. Characters playing this episode should have both the equipment, and a reason, to enter the tower in the next issue. Magical weapons given in the adventure will have two plusses, one for the twenty-sided dice based ADED system, and one for the percentile dice based ROLEMASTER system. eg. +1/+5 meansa +1 AD&D weaponora +5 ROLEMASTER weapon. This will also apply to magical armour and shields. The ROLEMASTER weapons will be superior, not magical, except where specifically stated.
An evil cult gathers for one night of dark acts, and on this night a group of brave adventurers enter their hide out. It is a mission of stealth and subterfuge for the dark forces are powerful, and quick thinking is needed to succeed for one night amongst the necromancers. The adventure introduces several new monsters and magic items. Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.
Enter the ancient and corrupt city of Tyr, whose tyrannical sorcerer king has ruled for a millennium. As you wander the city, from the wreck of the Elven warrens to the sanguine splendor of the arena, you realize that the citizens of Tyr thirst less for water than they do for freedom. Now, after a century of slave labor, sorcerer king Kalak's great ziggurat nears completion. He has promised the city a grand celebration when the monument is done, complete with the most brutal arena spectacle in Tyr's long history. Rumors abound as to the nature of the spectacle: some believe it will bring with it the longed for manumission of countless slaves: others fear the annihilation of Tyr and her people as a sacrifice to Kalak's hunger for power; and a secret few believe it will be a day of revolution - a day of freedom. The adventure that introduces the Dark Sun setting as well as part of its metaplot. The adventure starts with the PCs being enslaved and forced to work on Tyr's ziggurat, where they make various connections that can affect things both in this adventure and the next in the series (Road to Urik). The finale takes place simultaneously with the finale of the Verdant Passage novel, and has something of a disaster movie feel - major events are happening, and the PCs are trying to survive in their shadow and (hopefully) save some people as well. Like many other Dark Sun modules, this adventure comes with a flip-book full of handouts as well as a few pre-generated starting-level characters. TSR 2401
The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.
A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?
Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90
"Wherein the local clergy makes the terrible mistake of not hiring enough assassins for the job." Synopsis: The heroes have just returned from the abyss (Occipitus) and reestablish themselves in Cauldron, when they are assaulted by a group of professional assassins. After they repel the attack, they trace back the lead to the temple of Wee Jas, where they find plenty of opposition from the second in command, Ike Iverson. After dispatching of the cleric and securing of a (spare) soul cage, the group finds evidence of a place important to the cagewrights' cause - an ancient underground complex named Karran Kurral. Mounting an expedition to that place, they find more evidence towards the horrific destiny on schedule for Cauldron. However, they gain access to the Soul Pillars after defeating a dracolich, that they can use to gather plenty of intelligence on the cagewrights' plans. Pgs. 12-51
The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace among the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover the secret enemy lurking in their midst? "Voyage of The Golden Dragon" is a stand-alone adventure for the Dungeons & Dragons game that immerses your characters in the Eberron campaign setting. Designed to challenge 7th-level characters, it takes heroes on a perilous journey from Sharn to Stormreach and also serves as a launching pad for adventures the world over.
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.
From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 15th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the working of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way. ” Burnt Offerings Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town’s new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint’s newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.
An investigative city crawl adventure for Shadowdark RPG (or any OSR-style system), designed for experienced players levels 1-2 Set in the decaying city of Brannam, players unravel a web of fear, blood, and buried secrets. A local alchemist has begun killing in secret, rekindling old fears of an old terror. The city's decline threatens to spiral into collapse, and far below, something older and hungrier waits to wake. This adventure includes: 3 separate dungeons (The flooded Sewers, the forgotten Catacombs, and the cursed Ruins of Edric von Braech's keep) Open ended design and layered mysteries with multiple outcomes and failure states A fully explorable city with random encounters, evolving factions and escalating panic. Custom rules for spell mishaps, nightly murder checks and decay events as Brannam unravels Modular content designed to drop into your campaign
Take down a brutal crime boss in this one-shot heist with hijinx and heart. Explore Umizu, a seedy coastal steampunk city-state inspired by pre-modern Japan. Umizu is a Radiant Citadel locale that never got a full adventure--until now! Out of Luck features a cursed tanuki statue, a baby’s birthday party, and a steamboat fireworks battle! This one-shot includes everything you need to run a memorable caper: - Full-Color VTT-compatible steamboat bathhouse maps (DM and Player versions) - 8 Hand-drawn portraits and tokens for monsters and NPCs - Player handouts, a suspicion tracker, and three new stat blocks - Compatible with the Radiant Citadel or the Golden Vault; run as a one-shot or as part of a campaign - Thoroughly playtested and reviewed; over 30 players and DMs have gone through the adventure - A printer-friendly version Synopsis The Independent Merchants of Bright Moon Pier are sick of the Safe Oceans Society’s protection racket. After negotiations turn violent, the merchants opt for subterfuge. They hire the characters to infiltrate Boss Yashima’s birthday for her infant daughter and trick Yashima into accepting a cursed artifact, the Idol of Misfortune. Will this be a clean caper, or will the characters find themselves out of luck?
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
What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!
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
The town of Devil's Glade is under attack! Swarming insects have driven the residents out of their homes and businesses, and giant insects patrol the town square. Who or what has brought these creepy-crawlies to Devil's Glade? What's their motive? Are your heroes brave enough to put an end to the infestation? Infestation at Devil's Glade is a 2- to 4-hour adventure designed for four to five characters of 1st to 4th level, and is optimized for 2nd level characters. Scaling Suggestions are included, allowing you to play this adventure with characters of 5th to 6th level. Infestation at Devil's Glade isn't just a short adventure. We provide you with a location to which your heroes can return, or even use as a home base. The Supplement Includes: Adventure. The main adventure focuses on the heroes cleaning the town of the infesting insects and the villains who brought them. Beginning at The Fork (a tavern where many of the residents have made camp), the characters learn about the infestation of Devil's Glade, and are hired to look into the matter. NPCs. The adventure is filled with fun and engaging NPCs. During the characters' time at The Fork, they have the opportunity to talk with NPCs, help them, and learn more about the infestation. After the heroes return Devil's Glade to normal, the merchants and residents return, giving your characters unique shops to explore and quests to complete. Cursed Mask. The crux of the problem - a cursed mask that slowly transforms the attuned creature into a giant, insect monstrosity, and gives them power over insects. To end the infestation, the adventurers must confront the partially transformed person wearing the mask. Shops & Services. Devil's Glade contains shops and services the characters can explore, including therapeutic mud baths, a diner specializing in eggs, a trinket shop, a candle maker, and a dentist. Side Quests. We provide several side quests for before and after the main adventure, allowing you to increase the main adventure's run-time, and provide you with material for after the main adventure. Maps. The adventure contains maps for the main locations and major side quests. Each map is hand-drawn by Jean Lorber. Art. NO AI! The book is filled with fantastic, original artwork by Matt Morrow Art. Also Included: Map Files. Both grid and non-grid maps are included and available to download. Special VTT Tokens and Assets. Several custom tokens and art assets are included for VTT play.
An immense urban sandbox and eastern fantasy noir mega adventure for D&D 5E that takes 4–6 characters from 3rd through 12th level! An enmity between the Gekido, Hakaisuru, Kirai, and Namida clans has persisted for ages, the wounds from the Battle of Broken Spears torn open every few years by border skirmishes and trade disputes. Seeking to win the minds of the people by a grand gesture during these dark times, Emperor Hitoshi Masuto has arranged an alliance between the quarreling noble families—20 brides and grooms have been chosen to wed in celebration of the 10th anniversary of the decisive final battle in the rebellion against more than a century of foreign occupation. Imperial Matchmaker Weddings Decree Whether the adventurers seek honor and glory by protecting these fiancees or choose to line their pockets by ensuring the unions never come to pass, opportunity knocks at their door as the bengoshi of several clans sift through the mercenaries and spellswords that walk the streets of Sanbaoshi. To rise above the chaff in the capital of the Imperial Prefecture the PCs must be willing to do whatever is necessary to achieve their goals and survive among their cutthroat competition, the corrupting Mists of Akuma, and any designs of the monstrous forces keen to strike a foothold anew in Soburin. What's to be found in Imperial Matchmaker? Statistics for over 120 monsters and NPCs! No matter where the party goes or who they interact with GMs will quickly be able to provide skill bonuses, hit points, and everything else they might need to populate the world, creating a dynamic and seamless environment around the adventurers. Over 40 maps including an insane 2-page isometric illustration of Sanbaosh by Indi Martin! The urban sandbox where most of the mega adventure takes place has a staggering amount of cartography to make certain GMs are never hard-pressed when figures are needed. 147 pages of material focused on the capital of the Imperial Prefecture! With NPCs and maps galore the detail poured into Sanbaoshi make its chapter a book unto itself, making this an outstanding addition to any GM's collection (whether running the mega adventure or not). New magic items including the sheathe ring and black glass dagger, as well as innovative rules for Absentee & Memorial cards! New character options! Put your allies (or pet) into a frenzy with the College of the Maddening Flute, use a deadly bladed brush to turn painting into reality as a Genjitsugaka fighter, look upon the Kami when making a pact to gain a spiritual companion, or become a warlock of Ancestors to pierce through the veil of time. A unique adventure unlike any you've played before! There are 10 high profile matrimonies set to take place in this gigantic module but so very much more awaiting the PCs as they walk the streets of Sanbaoshi: specialized sidequests for the Mists of Akuma Iconics, unexpected trials like Nobukai Bamboo Grove, and virtually endless intrigues amongst the gangs, criminal organizations, noble clans, and other folk that make their homes in the capital of the Imperial Prefecture.
Something vile has transformed a sleepy rural village -- the locals have become monsters, and the only survivors are insane. Can the PCs unravel the mystery before a troupe of sinister bards plunges the heart of an unsuspecting city into the Far Realm? A D&D adventure for 9th-level characters.