A bad heir day. The Land of Fate is known for its hot sands and fiery passions. You must survive both to restore order to the city. An evil order of wizards is terrorizing local towns. It is up to the party to find their secret lair and put an end to their nefarious plots. Pgs. 34-53 & 57
A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.
For thousands of years a great and terrible secret has lain hidden in the depths of the Sea of Silt. In the heart of this vast dust basin, an endless storm of ash and shrieking wind guards the deadliest concentration of evil and power found on the dying world of Athas - The Valley of Dust and Fire Valley of Dust and Fire more than doubles the known portions of the world of Athas. Intrepid explorers will discover new wonders and perils within the deadly Sea of Silt, from the beautiful island of Shault to the savage Mountains of the Sun. New rules for traveling the dust basin and surviving its many dangers are included. With luck and determination, a skillful and well-prepared party just might pass through the Great Ash Storm and enter the Valley of Silt and Fire. But this realm of shattered badlands and awful monsters is so deadly that only one man has ever reached the valley and returned to tell the tale. TSR 2413
Appearing only once a century in the western deserts of Katapesh, the Asmodeus Mirage has plagued Golarion for thousands of years. Powered by a crystal bone devil skeleton and legendary for trapping unwary travelers, the Society has a vested interest in studying and cataloging the source of its power. You have been sent deep into the deserts of northern Garund to enter the Mirage—but there's a catch! The Mirage only exists on Golarion for 24 hours every 100 years. Get trapped in the Mirage, and you may never see Golarion again.
In a world where water is more precious than gold, you've found an oasis - but you cannot drink a drop! The adventurers, crossing the desert, encounter a sandstorm that uncovers part of an ancient ruin of an unknown type. Green grass, an unusual and astonishing sight on Athas, magically sprouts around the ancient structure. An irresistible treasure lies inside, a source of pure water... Pgs. 26-34
Wanderers emerge out of the desert in the dead of night, bending low against the driving sandstorm. They are adventurers, heroes whose tale has yet to begin. And they are in trouble. For he last three days, a raging sandstorm has harried you. Your faces and hands are rubbed raw by the driving sand. Worse, not once has the sun risen in that time: 3 days worth of unbroken night. Finally, something rises out of the yellow-black haze. A massive structure, outlined in moonlight. The heroes are TRAPPED in a cursed land, harried by sandstorms. They stumble apon a ruined city and a DARK TOMB that lies beneath. Can they find a way to escape this land? Or are they doomed to be drowned in the SORROW OF THE SAND LORD?
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!
A welcoming desert oasis offers respite from the searing wasteland, but this paradise has perils. Castle of Sand is suitable for three to five 4th level characters.
A desert trade route has been besieged by an aggressive blue dragon. The Radiant Oasis, a town on the shores of a small lake in the middle of the unforgiving wastes, relies on the caravans for its existence. Track the vicious lizard, Ilvax, back to his pyramid lair. Brave devious and deadly traps and battle the dragon’s loyal minions. If you survive, Ilvax himself awaits in his cavernous lair. There, even the sands beneath the party’s feet bend to his malevolent will! Includes: The Radiant Oasis, an oasis town, and the potentate that rules over it. A two level map of the dragon's lair, in a hidden cave behind an ancient pyramid Stat blocks for all monsters Unnumbered map suitable for use in your favorite VTT A new playable race, the scarab like Kheperite Published by Goblin Scrawl Games
Draconic adventures in the scorching sands! In the desert, the Wyverns gather and move in prides. Their power is fearsome alone, but together almost unstoppable. Their eggs are valuable and sought after by thrill seekers, culinary connoisseurs, and purveyors of exotic pets and mounts. Two large groups—big game hunters looking for trophies and native desert nomads whose culture practices conservation of the Wyverns—are set to clash at a Wyvern Nest. A Sorceress wishes to stop all exploitation of the bestial dragons. These three groups require adventurers to succeed. But who will the adventurers side with? And what of the ruthless mercenary group The Furious Few? This Tales of the Valiant Compatible Adventure Module Toolkit Provides: • one regional map and four location maps to adventure in • Desert Wyvern Ecology and statblocks for various stages of development • Details of the three major factions vying for control of the eggs • A ruthless party of rivals for your players' characters • Over 60 NPC bios to help populate the desert and craft your tale. • Desert Environment rules and hazards
Just outside Per-Bastet, in the kingdom of Nuria Natal, lie the newly discovered remains of Anu-Asir, a city once believed to exist only in myth. The ruins of Anu-Asir lie submerged under accumulations of sand, floodwater, and tall tales. It is now a hub of activity for those seeking to uncover its secrets— and profit from them. Droves of the curious, hopeful, greedy, and eccentric congregate around the unearthed city. And just outside Anu-Asir, across the River Nuria, lies the most recently surfaced relic: the Pyramid of Tiberesh. Dare you explore its deadly mysteries?
The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.
Buried in the desert sands of Mulhorand, near the city of Mishtan, lies an ancient stone statue of a sphinx queen. After a fierce sandstorm reveals a huge tablet etched with hieroglyphs between the statue’s paws, the PCs must translate the strange writing to find the secret entrance into the Temple of the Sphinx Queen. The conclusion offers three optional endings for DMs to choose from to suit their players, including a wicked trap, a twist that leads to further adventures, or a tough climactic combat suitable for a one-shot. Included are: Five new Egyptian-themed monsters: The Sphinx Queen, Black Lion Guardian, Zombie Scarabs, Snake of Set and Desert Spirit. A new weapon, the khopesh Four new magic items: Statue of Set, Guardian Khopesh of Set, Warded Puzzle Box and Minor Concoction of Healing Two hieroglyphic puzzle player handouts and a DMs translator sheet
Summoned from across the multiverse, a small group of heroes must enter an ancient pyramid and prevent the Elder God Nyarlathotep's return to power. A Lovecraft-themed oneshot.
Tyr has been freed, and the mighty army of Urik has been turned back. These are new and strange times, indeed. Now Urik has become home - at least for a while - and there are new markets to shop, new streets to explore, and, oh yes, preservers to meet. Preservers, the keepers of good magic, have sent a mysterious summons. They are ready to embark on a new and dangerous plot to thwart sorcerer-kings and bring new life to Athas. To associate with preservers is dangerous to say the least, but when the king's templars uncover the schemes, a death mark falls upon all involved Will a desperate journey across the wastelands, with the templars in hot pursuit, end in victory or chaos? The answers lie in the hearts of mighty heroes and the resources of Arcane Shadows. In this adventure, the PCs find themselves in Urik, perhaps as a result of the war between Tyr and Urik that took place in Road to Urik. There, they become involved in a ritual meant to help a nascent Avangion (a very powerful wizard/psion of a generally benign type) reach the next stage of its development, but the ritual is interrupted by Urik's templars. The Avangion-to-be is left in a cocoon, and the PCs are tasked with bringing it to a new location in the wilderness where the ritual can be completed. They need to get the cocoon to the ritual location before it's too late, while evading pursuit as well as dealing with any wilderness dangers on the way, plus the evil machinations of a raiding tribe seeking the wizard for their own dark purposes. The adventure is fairly rail-roaded with a series of set encounters between points A and B. Like other Dark Sun adventures, it comes with a set of handouts. Unlike the previous adventures in the series, Arcane Shadows is not tied to the Prism Pentad novel series, nor is it really tied to the previous adventures. You can easily play it as a stand-alone without affecting the earlier ones. TSR 2410
The adventure that is, quite frankly, too strong for the mere hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the dangerous renegade B'thuvian Demon Whore Alayshia have her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes, will ever know...
A cloud of dust forms over the horizon as a titanic army of evil threatens the entire civilized world! The Master of the Desert Nomads and his legions are back, and they form the greatest threat that you have ever faced. You must persuade powerful rulers to join you cause, stave off threats to the alliance, and lead your armies to victory! This adventure contains a full-color map of the D&D Expert Set game world, 200 counters, and a special expansion of the War Machine mass combat rules that allows you to fight the entire war as a strategic wargame! Major battles and engagements can be fought using the BATTLESYSTEM Fantasy Combat Supplement for incredible tabletop action. Never-before-published information on all the nations of the Expert Set game world provides background and detail that will enrich your campaign. This adventure includes large-scale battles and uses an expansion of Douglas Niles and Gary Spiegel's warfare system, "The War Machine", developed as part of the D&D Companion Set (BECMI Ed.) from 1984. "Red Arrow, Black Shield" is more than just a follow-up to X4/X5; it's a lynchpin for the entire B/X/CM adventure sequence. The players travel through many lands that were home to past adventures, and their past interactions with those places could affect diplomacy in this new adventure. TSR 9160
The Plains of Dorack are generally controlled by the evil mage Faltor the Demented who resides in his magically created fortress. The Onyx Spire rises in the middle of the Great Plains and the land around it has been cleared for miles so that its owner can keep an eye on his domain. He employs a large number of humanoids as well as humans, and rules out of fear and intimidation. While the powerful mage does not need it personally he finds that having so many minions allows him time for personal research. Those who have met the secretive mage know immediately they are in the presence of great evil.
In the beginning, a pair of sphinxes — one male and one female — guarded a desert temple in relative peace. They watched over a vault that held a magical ring that could change the world. The androsphinx — Bazymoros — succumbed to corruption; he denounced the trickster god who created him. Bazymoros forged a pact with the demon god, Baphomet, becoming violent and sought to claim the item in the name of his patron. In an effort to save the world, the gynosphinx Asmuzi defeated him. She locked Bazymoros away, never again to see the light of day. The androsphinx remained as an example of what not to become. It has been so long since this battle that much of the knowledge of Bazymoros has disappeared from the collective memory of the races that inhabit the world. All that remains is the knowledge of the dangerous gynosphinx made from the flesh of human and creature. . . and the treasure she keeps.
To Hell and Back Again is the perfect adventure for new players and veterans looking to experience Dungeons & Dragons in a new way! It's written as a solo adventure, where choices have gigantic consequences, but it also provides balanced rules to play with a group or a Dungeon Master as well! This 80 page adventure features: - A heart-pounding origins story that fits perfectly as either a prequel to Descent Into Avernus, a stand-alone adventure, or into your ongoing fantasy campaign. - Beloved characters like Lulu the hollyphant, Mad Maggie and her redcap gang, the archdevil Zariel, and many others brand new to this adventure. - Infernal War Machines, and exciting encounters with unique stat blocks. - Innovative Destiny and Traits mechanics that make your choices really matter. - A ton of possible outcomes that will fuel your character's many adventures to come! - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story if you'd like. - A community survey when you finish so that you can see how your outcomes and choices compared to other players!