This adventure can be used as stand-alone or continuing the arc started by Death in Freeport. Terror in Freeport leads the PCs deeper into the intrigue they began to glimpse in Death in Freeport. The investigation takes them from the corridors of power to the bowels of the underworld, with terrifying insights into who really controls the city. They discover that the Brotherhood of the Yellow Sign has its claws in the town's power elite, but thanks to some clever camouflage by Sea Lord Drac. they may not find out just whom the serpents control until it's too late. As the adventure begins, the PCs are contacted once more by a very nervous Brother Egil. He tells them that while staying with Lucius one evening, he awoke to find a burglar in the roomstealing a scroll. Egil is certain that the Brotherhood have penetrated further into Freeport than anyone imagines. He wants the PCs to investigate Milos's other ties to the city and find out what's being done about the temple of the Unspeakable One. The PCs search the cultist's lodgings and discover it has been carefully gone over, and several possibly incriminating books are missing. But the burglars overlooked one thing: a Tome with a diagram of the Lighthouse of Drac sketched onto the back page, marked with the letter V. Upon leaving Milos's lodgings, the PCs come upon a gang of orcs beating up a hapless messenger. They lend a hand, only to discover they've been tricked - the messenger makes off with Milos's book! A chase through the back streets leads them to the boarded-up building the y discovered in Death What they find isn't encouraging. There is a guard posted out front, courtesy of "V"- -Verlaine. head of the Captains' Council. Meanwhile, down below, the cultists continue to have the run of the caverns-— in fact, they have been shipping their unholy relics to Verlaine's own home!
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, Seer calls upon you to beat him there and put a stop to his efforts! Sequel to Durlag's Tower.
Since time immemorial, you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by folk of your hamlet. But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secret of Chaos are yours to unearth but at what cost to sanity or soul? An introductory adventure for the Dungeon Crawl Classics Role Playing Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!
Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.
Heroes are needed in the mountainside town of Shibai—though thought to be spared from the horrors of the demonic Mists of Akuma, recently the supernatural haze has started to fall onto the settlement and a monster lurks through the evil fog. Despite the presence of the infamous Mubo Brothers, hired by the local mayor, a Sukochi bengoshi calls upon the party to get to the bottom of what ails Shibai. The truth of the matter lay within Robai Shita Temple, though what the adventurers find inside may see them undone!
Sometimes protecting the cargo is easy but getting the pay not so much. The Bottle has been waiting on the docks for two days, no one has come down and no one dares to go up to see what happened and that is your ship, that is the ship that is going to take you and your cargo across the sea.
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by Seer (via Hsing) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.
The heroes are sent to find what happened to a local druid, but discover his mind has been driven to madness and he is attacking the local villages. The heroes track down the druid's grove and find he was enchanted by a hag, and the heroes have to find a way to destroy the chimes she uses to enchant the druid.
Player characters attacking the lair of monsters that have been menacing the local village is a common D&D trope. This adventure turns the trope on its head. In Goblin Defense, the players create goblin PCs, and have to fight off repeated attacks by adventurers who are stronger and better equipped than they are. Starting at level 1 and running until level 7, this module encompasses 16 battles against unique and typically themed groups of adventurers built using player character classes and rules. The module is designed for 3 players, each of whom takes on an individual role within the tribe, granting unique bonuses or options for actions outside of combat. Goblin Defense can also be played with 4 players, but is not recommended for 5 or more players without substantial revision. The players aren't alone. Each commands a squad of goblin minions who can help in combat... but goblins are fragile, and adventurers hit hard. Life as a goblin is often brief and violent. Many will die, but as long as some survive, the tribe will carry on. A simple ruleset is provided for managing actions during the downtime between each attack. During this time, players can work to train their minions to use better gear, hunt for food for their tribe, recruit replacement warriors, brew potions, and - most importantly - improve their lair and its defenses by adding walls, traps, tunnels, doors, alarms, and anything else their creative minds can come up with. As the exact layout and placement of defensive features is critical, this is designed to be played on a grid. A PDF is included with the map scaled to print on 24"x36" (Arch D) size paper, available at most print shops. DMs may enjoy the chance to briefly try out many different character class and subclass combinations as they attack and eventually fall to the goblin pests they're trying to eliminate. Page count: Information for the DM only 6 Information for the players 4 Adventurer statblocks 37
When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?
Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153
When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?
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 characters are summoned by the Norse gods to track down two dwarves, one of whom has made a weapon for the giants to use against the gods. The mission takes the characters to Jotunheim, on the plane of Gladsheim, to take the god-slaying weapon from the giants.
Hanging out in the city of Acre has gotten mundane and the old adventuring itch is flaring up. Your fruitless search for jobs quickly changes as a farmer locates you. He indicates that he has a minor farming problem with a land shark that the party can deal with. Once this job is completed, the party is approached by more opportunities!
Them Ogres Ain't Right... The Rise of the Runelords Adventure Path continues! The notorious Hook Mountain ogres, known for their violent and savage ways, have slaughtered the soldiers of Fort Rannick. The few surviving rangers need heroes to help them retake this key fortification before the ogres use it as a staging ground for further assaults on the region. Yet why have the ogres chosen now to launch this sudden attack? What sinister force grows in the surrounding wilderness, and what ties to the mysterious Sihedron Rune do the ogres of Hook Mountain hide? Are the rumors of an army of giants massing for war true?
The Heroes are relaxing in an inn when they hear a scream, rushing outside they find that a local merchant has been kidnapped! The merchant's wife saw the assailants drag him into an alley, where the heroes give chase. Following the villains through a maze of natural fissures, tunnels, and ancient ruins they encounter a number of monsters, traps, and puzzles. Eventually they make their way to the kidnappers hideout, where they confront the kidnappers in a final climatic battle to rescue the merchant and uncover a criminal gang.
For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060
In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).
SQ3 – Hatadage Cult takes a group of initial adventurers on their first challenge. This short adventure allows a group of new or low level PCs hear news of a kidnapping from a nearby thorp. Role playing will be key to learning more about the disappearance before heading into the hills near some old ruins. This is the site of a group of cultists that have kidnapped the young woman and mean to use her in a sacrifice!