The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.
Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko. It contains: Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker. Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs. An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird. A slew of new otherwordly monsters. A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up. A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.
For years, the pirate Captain Renlock sailed the coast of the Arcadian Ocean from the Shackles to the south to the waters of Varisia to the north searching for plunder and adventure—until one day his luck ran out. The ship was captured by a navy and the captain and his crew were apprehended and imprisoned. Years later, after the captain's death in prison, the four released crewmembers receive a message from the deceased captain pointing them to treasure he hid for them. This short Pathfinder 2nd edition adventure written by Jason Bulmahn is intended to be completed in a single session and includes four 5th-level pregenerated characters whose backstories and motivations tie closely into the plot of the adventure. This adventure can be easily incorporated into various virtual tabletops, run off of digital devices, or printed out and played at a table.
The island of Viledel, the mighty Sea King, was sacked by a pirate army 60 years ago. Its destruction was so complete that even the location of the island was lost and forgotten. Despite the rumors of immense treasures still hidden in the ruined stronghold, no one ever found the Sea King's island again. Until now. Through a cruel twist of fate, a small band of unwilling adventurers is washed ashore on a small, barren island, and discovers what remains of Viledel's settlement. But they aren't alone; marauding ores and goblins have found the island, too, and are frantically searching for the lost hoard. In this desperate treasure hunt, the real payoff may be survival. TSR 9185
This 4 to 6 hour module goes from Saltmarsh to Baldur's Gate in a race against time. A dark vision warns of a terribly cataclysmic event in Baldur's Gate and the characters are hired to deliver supplies before its too late. This adventure can be adjusted for any Tier 1, 2, or 3 party. It is intended to help usher characters from the Saltmarsh area to Baldur's Gate, just in time for Descent into Avernus. A challenging voyage they should give them a wild ride with new challenges at sea.
Bastion Bay has become a bustling trade hub under the guidance of the cunning Capa Meriosa - but all is not well in the former pirate town. A monstrous undead shark stalks the seas, sinking any ship that gets too close; the newly built light house has gone mysteriously dark; and rumours swirl of twisted witches and other horrid things stalking the night. The port has been shut with no ships allowed to leave and tensions are running high. Bastion Bay is on a knife edge, and a new ship is just pulling into port... The Beast of Bastion Bay is an adventure for the 5th Edition of Dungeons & Dragons! It is designed for 3-5 5th level characters, and assumes a wide range of skills and abilities. It is designed to be played across multiple sessions and should take between 5 and 10 hours to complete. The adventure centres on the port town of Bastion Bay but can easily be transferred to any small or medium port town as long there are nearby islands and caves. This adventure was designed to have an equal balance of combat, exploration, and role-playing encounters.
In this scenario, the adventurers pass through magical portals into a series of interlinked chambers. The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape. Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue. TSR 9110
Lost Among the Crystals is a companion adventure made to go along with the vents unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help the characters in their exploration of the Sacred Plateau. The mighty crystal fields of the Sacred Plateau have become a confusing maze amid the now rising vapors of necrotic energy that masks the midlands. Even the keen senses of 'Numphy', the party Triceratops beast of burden, have become dulled. Can the players navigate the crystal maze and find their true goal on the far side? This adventure is formatted to both 1E & 5E gaming rules.
The retired Captain and pirate hunter, Old Man Blood has been finding lobsters appearing dead on his lawn for the last week without any rhyme or reason. Concerned he asks you to look into it for him before his lawn is overrun with lobsters. A one-shot 4-6 hour comedy sea-side adventure designed for characters of 7th level. Upon accepting Blood's mission, you'll explore the town of Saltingrad and meet the eccentric villagers that inhabit the quaint fishing town, unraveling this bizarre mystery. When the answers reveal themselves in an epic, strange and humorous conclusion, your players will be sure to talk about this adventure for weeks to come, or at least question what they experienced.
"The Spectre of Sanguine Isle" is an adventure included in the product "Calpurnia's Guide to Practical Traps". It's an adventure that features traps from the document. The isolated town of Cupidinum has been shaken by a senseless murder. The culprit has fled to Sanguine Isle, and it's up to the heroes to find him and bring him to justice. But the fugitive doesn't want to be caught, and he knows a thing or two about guerilla warfare. Can the heroes catch their elusive prey? And was his crime quite as straight-forward as it was made out to be?
Nothing living guards this island - that's the problem. The party must clear a burned out abbey, only recently the home to a group of evil clerics.
Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship!
The Candy Isle - home to a confectionary shore, saccharine jungles, and a chocolate volcano, it epitomizes the phrase "sweet but deadly." The PCs must avoid gummy tribesmen and other weird, sugary dangers to retrieve the apotheosis of all sweets, the Confection Perfection!
All ocean voyages are fraught with peril, yet a voyage to the infamous Isle of Dread might seem to some old salts to be a deliberate goading of the gods of the sea. Many of those who have attempted the voyage before managed to return to civilization often choose not to speak of the trials they experienced on that dangerous route, yet those whose lips can be loosened by a draught of grog whisper amazing stories... tales of pirates, sea monsters, terrifying storms, and perhaps most harrowing of all, of a strange and sinister land without land, a floating graveyard of dead ships mired in a sargasso the size of an island. This place has many names, but its most well-known may be it's most apt - Journey's End. "The Sea Wyvern's Wake" is the third chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #350 of Dragon magazine features a regional guide to the seafaring environs the PCs can expect on the journey to the Isle of Dread. It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. Pgs. 16-48
A job offer from the high bishop? Looks like your fame is becoming far reaching. You meet with revered figure and discover that he has a task right up your alley. A group of missionaries on an island retreat have not been heard from in a year. He asks that you and your associates go check on them.
Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64
Infiltration of a ruined archive; the players--beseeched by a mysterious psionic calling--work to uncover the machinations of the Nalar and hopefully free their captive held far below...
In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)
With land trade threatened, the city of Melvaunt is relying on sea trade to get goods into and out of the city. An island rises out of the Moonsea just outside of Melvaunt Harbor, and initial exploration indicates the island is a threat. The origins and nature of the island must be ascertained before trade is shut down completely. The characters explore a mysterious island and help 'living souls' disrupt a ritual being performed by cultists of Cyric. Part Three of the Misaligned Trilogy
Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence