Set in the Radiant Citadel, this is the perfect supplement to your "Journeys Through the Radiant Citadel" campaign, allowing adventurers to explore the ancient city and discover more about its people and places. From the Trade Discal to the Preserve of the Ancients, delve deeper into the secrets of this bastion of wonder and hope. Included in this supplement you’ll find: 10 one-session encounters for characters ranging from levels 2–13 A hand-drawn dungeon map for a new area in the Citadel 3 VTT maps 5 original stat blocks 2 new magic items A printer-friendly version with only essential graphics and text And a host of memorable NPCs! Easily drop an encounter into your existing campaign or build out a new adventure entirely. You’ll find a broad range of themes to help your table bring to life this ancient city in the heart of the Deep Ethereal Plane.
Orcus, the Demon Prince of Undeath, craves the power of the Raven Queen and mastery of death's domain. The key to his ascension and the secret to his destruction lies buried in the heart of the Abyss. As heroes chase Orcus into the abyssal depths, evil opposed them at every turn, and each victory brings them closer to their final fate. Concluded the epic series of adventures and the entire story line begun in Keep on the Shadowfell.
The Anchorin Family and its namesake home, Anchorin Manse, have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer, Webster, has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity, Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after, his recklessness released a deluge of planar energy into the home, transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family’s estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family, the manse, and potentially collect some very rare, perhaps legendary magical items. Enter the manse, tour the planes, take a villain, leave a villain, it’s up to you. One thing is certain, verity and villainy is relative in a manse of special purpose.
For millennia, a complex plot has brewed in a demonic jungle on the surface of the moon—a plan by the patient and sinister succubi of the Moonscar to kidnap and brainwash the people of Golarion. Now a long-dormant portal linking the moon to Golarion has returned to life, accelerating the demon queen’s designs. Only the brave PCs can venture to the surface of the moon, navigate the treacherous Abyssal jungle called the Moonscar, and delve into the depths of the Insatiable Queen’s subterranean palace of torture, seduction, and depravity.
The heroes’ journey is finally at its climax. The evil god Tunkorl has just been freed from his prison and only the strongest and bravest mortals of the realm can defeat him before he regains full strength and throws the world in another dark age. However, the ultimate final fight will not be as straightforward as it seems when the party becomes trapped in a time dilated cross section of Carceri, struggling to get back to the real world and finish the job. Escape the Labyrinth is D&D 5e mini adventure for 3-7 characters of 20th level. This adventure is designed for a single 3-hour session which can be part of a special event, the end, or beginning of a campaign. The heroes go between fighting the big bad evil god (round by round) and trying to escape the mutliple layers of the Labyrinth of Futility a space-time dilated cross section of Carceri.
Awash in a sea of phlogiston, three wizards battle for mastery of reality! But with each new day all gains are lost and the game begins anew. It is up to the adventurers to upset this ancient balance, winning free of the shrinking demi-plane before all is reduced to the roiling stuff of raw Chaos! Will you strike a bargain, swearing fealty to one of the fell masters? Or will you attempt to master your own fate, pitting your luck and skill against arcane foes? Whatever you decide, you must act quickly, for gray worms press in from all sides and time grows short! An exploration-based adventure for 2nd level PCs, Fate's Fell Hand challenges new and old players alike. Only the most cunning of PCs can hope to thwart the machinations of three dire wizards and escape Fate's Fell Hand!
*** WARNING: this adventure contains strong scenes and descriptions which may not suit all kinds of public. It's heavy on horror, suspense, gore and sadism. The entire adventure available in the Full Preview, so that you can self-assess the content and buy in confidence. *** The main theme of the adventure is horror, using suspense elements as well as gore and sick scenes to shock your players. The adventure is divided in 2 parts: the first part involves a mad vampire spawn who tortures as a hobby, full of scary stuff like you see in horror movies. The second part involves a lesser demon lord stuck in a kind of inverted world (Stranger Things/Silent Hill style) which has a dread passion for a very disturbing and wicked art. There are tips on how to set the mood and make your players actually tense or even scary.
The battles of the Blood War have raged for longer than mortals have known life, the conflict's savagery and hatred fueling the dreams, desires and obsessions of the multiverse. One way or another, the war spills through all the layers of existence, and little escapes its influence. Some clashes have consequences that shake the Lower Planes. Others are far less meaningful - they're fought solely for the sake of violence and killing. "The Field of Nettles" is set in the aftermath of an especially pointless battle. The adventure rips the player characters from their comfortable lives and thrusts them into the Blood War full force. The goal is to cross one of the more infamous battlefields, seeing the scope and the power of the fighting - and hopefully coming away with a greater understanding of just how big the Blood War is. The adventure is designed for a party of 4-6 PCs of 5th-8th level. The characters don't get to save the multiverse, nor do they find the key to unlock the dark of any great secrets. But they might come to realize their importance (or lack of it) in the scheme of things. On the fickle borders of the planes, that can be worth almost as much.
Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?
The Hidden Oasis-Temple of Thoth brings the characters to a hidden temple of Thoth, god of knowledge, magic, and travel, where they are confronted with a force of invading extra-dimensional locust creatures and the chance to get their hands on an ancient artifact. What band of heroes could resist the challenge?
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!
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.
The PCs have traveled to the Nine Hells to confront an outpost of devils responsible for slave raids on their homeland. In this realm of burning ash and fire-streaked skies, the infernal legions prepare constantly for war. Pgs. 138-143
An interesting and atypical adventure in its writing style. For one the module contains insightful "When things go Wrong" sections and DM guidance for sticking close enough to the rails for the story and fun's sake. Lots of DM hints about how to handle PCs' choices. Overall the story is fine too - a traditional hook, a mystery, some twists. There's a tower, a surprise pocket-dimension context, and a dungeon. It's mirror of life trapping, isn't it? Well, yes and no. People go in, and they don't come out. Nor can you talk with anyone inside. Somehow, that's not quite the way you remember those mirrors work. This Skarda fellow showed up a few years ago with a band of raiders, and no one in the land has been safe since then. Whole villages have disappeared into this Skarda's mirror. Your band is approached by relatives of one of the victims?and adventurer like yourselves. You have to get into that mirror of whatever-it-is, find this man, and get him out in one piece. The reward is more that adequate. Only problem is, no one out here can tell you what to expect once you get in? or even how to get there. TSR 9188
How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035
Exploring Baba Yaga's Dancing Hut. This adventure design to test high level PCs can be used in a variety of scenarios as the DM sees fit.
A far realms themed delve into a twisted dungeon complex, filled with unique hazards, creatures and items. This adventure is designed for 4 level 6 characters and should take one or two sessions. Player and GM maps included.
Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25
The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65
Four doors of mystery appear in the Cage. They lead to four adventures, if a basher has the dark of them. "These aren't doors in the traditional sense, cutter, but they're portals just the same. They appear for a short time every 500 years, popping up in different parts of Sigil. Each hides a mystery that's waiting to be solved, and together they just might hold the key to a secret of the multiverse. All a body's got to do is tumble to the right keys, open the doors, and face down the Unknown." - Estavan, merchant lord Doors to the Unknown is a collection of four Planescape adventures that can be played separately or as a mini-campaign. When four doors appear in the Cage, the barmies crawl out of the shadows, and the heroes get drawn into events that could have consequences for the entire multiverse. Each door leads to a different plane and a different deadly challenge for the player characters. Together they offer a way to stop an ancient menace before it strikes again.