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 baron’s wife is dead. But she isn’t gone. Can the players lay her to rest and defeat the festering evil hidden away inside the Gilded Tower? Another thrilling tale of madness and mystery inspired by Edgar Allan Poe’s writing! Following the events of Masque of the Worms, the story continues into the hauntingly beautiful forests of the Painted Valley… Valley of the Gilded Tower is a one-shot for four to six 2nd-level characters. It takes about 2-3 hours to complete and includes: Events inspired by Edgar Allan Poe's most ethereal writing: -A new monster that can take over the minds of its victims -Combat cards for each monster, PC, and special treasure -Gorgeous, hand-drawn maps by Jake from Beware the Wizard
A mysterious broker comes to you with an offer: bring this box from Point to Point B, ask no questions, and you'll be rewarded. Do you take the gig? And when do you start wondering what's in the box? Kelestren's Couriers is the first in a series of science fantasy adventures for Draw Steel, introducing the original Gods of Futurity campaign setting. It is intended for a party of four Level 1 heroes, and can also be used as a one-shot, convention scenario, or an intro to your own Draw Steel campaign. Also included: a bonus setting primer! Complete with additional details on ancestries, classes and kits, plus an overview of Gods of Futurity to help with character creation. What You Get: - The complete adventure PDF of Kelestren's Couriers - Two original VTT maps - Five original art pieces for the Oculus of Tiza'ree, to help answer "what's in the box?" - Gods of Futurity Setting Primer - a bonus PDF with more details on Gods of Futurity, to help with character creation
Catastrophe strikes the frontier village of Swallowfeld! With a grinding groan, the town’s mill slews into the Kilian River and breaks through the ceiling of an ancient subterranean dungeon. This accident frees a long-imprisoned evil to prey upon the shocked townsfolk. When several Swallowfeld residents—some innocent and some not so innocent—are spirited away into the rapidly flooding dungeon, it falls to a brave group of heroes to venture underground and rescue the missing before dark, rising waters seal their fate.
This heist adventure that takes place almost entirely at Fort Bones. It is split into five scenes: Karrnathi Opening. The characters meet Vedim ir’Durna, a noble from the region who is willing to help the player characters infiltrate the Fort. Guild Handler Lhara introduces their prize: a necromantic artifact called the Queen of Night, tied to the plane of Mabar. Valenar Gambit. Whether by wit or stealth, the characters find their way inside the walls of Fort Bones. They might use the incoming Valenar attack as a distraction, find a secret entrance, or plant themselves on a visiting dignitary’s staff. Castling. Safely inside, the characters must figure out when the artifact is unguarded, and find their way into the castle’s inner sanctum. Check. The characters must navigate their way past a magical vault door, then descend into the crypts. The Queen of Night is guarded by a terrifying construct. Endgame. With the artifact in their hands, will the characters be able to escape with their lives?
Part 2 of the "The Devil We Know" campaign arc. Cassomir's Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port?
His name is Conan, and no man can stand before him in battle." "Conan the Conqueror" by Robert E. Howard In an age long ago, there existed a hero - Conan. With fiery will, he slashed his name across the ancient lands of Hyboria. It was a time when bravery, trickery, and magic decided men's fates, and a steel sword could make the difference between life and death. For the daring, strong, and clever, there were fortunes to find and lands to rule. Travel back to this with Conan and his companions, Juma, Valeria, and Nestor. Travel back to defeat the dark horrors of his land! TSR 9123
When a Pathfinder Society Priest of Nethys disappears in northern Geb while studying the Mana Wastes, the Society sends you to uncover her whereabouts and find her journals. Arriving in the town of Bitter End, you find it deserted but for a few mysterious creatures never before seen on Golarion. Those creatures quickly lead to more and soon you're embroiled in a mystery that could effect the very fabric of reality. Will you solve the mystery of Bitter End or find yourself lost forever in the Mana Wastes?
Veil Down Conquered is a free preview of the full-length adventure KOBOLDS VS. OGRES, coming in 2018! Veil Down is an affluent halfling village known for its vintners and farmers. Recent kobold incursions into the region around Veil Down have forced gangs of monsters closer and closer to civilized land...and this has brought a gang of ogres to the idyllic village! After driving the halflings out, the ogres have attempted to make the best of their situation and turn the village into their new home, but in a village built for halflings, these ogres are going to have a hard time fitting in... This adventure site contains a chapter from the forthcoming adventure Kobolds vs. Ogres, coming in 2018. Fully presented as a standalone site, expanded gameplay content includes a much more in-depth look at the gnome town of Hardbuckler, briefly touched in Volo's Guide to the Sword Coast and Sword Coast Adventurer's Guide. Additionally, extensive random encounter tables round out the book, steeped in historical lore from the Forgotten Realms campaign setting, presenting stunning mysteries, interesting sites to explore, and evocative NPCs and monsters. This chapter only begins the trials and tribulations players will face in Kobolds vs. Ogres!
Something is amiss in the remote mountain town of Zuria. The head priest has not filed a report in months, and traders following the winding road into the high-altitude valley do not find their way back home. The Church of Palnor, benefactor and watchers of the Tomb of Kings, are greatly concerned. Can the PC discover what has happened in this isolated mountain town before events turn disastrous?
Join Eberron setting creator Keith Baker in this tour through the lands, oceans, and planes of Eberron. Exploring Eberron presents Keith's vision of Eberron like never before, with fresh lore and rich illustrations to bring the setting to life. In this book, Keith takes players and Dungeon Masters on a thrilling dive into the world of Eberron. Encounter the monstrous folk of Droaam, the goblinoid Heirs of Dhakaan, the Mror dwarves and their Realm Below, and the sahuagin and merfolk dwelling beneath the waves. Embrace faiths of altruism, pragmatism, and darkness. Browse the tomes of Dolurrh’s Vault of Memories, seek the Amaranthine Cities of Irian and Mabar, meditate with the githzerai monks of Kythri, and much more. The adventure won't be easy! Mighty friends and foes await—from legendary archfey and proud sahuagin to nightmarish quori and alien daelkyr. Eberron is a world in need of heroes, but take heart: between these pages lie a host of character options for would-be heroes to enjoy. You'll discover new archetypes for the artificer, cleric, druid, monk, and bard. Play unique Eberron races and subraces including gnolls, Dhakaani goblinoids, aasimar of diverse faiths, and ruinbound dwarves. Uncover a wealth of magic items from around the world, wield symbionts that bond with your very flesh, channel your dragonmark with focus items—and perhaps even manifest a Siberys dragonmark of immense power.
The increasingly erratic behavior of Lady Selyse, Knight Captain of the small, but strongly held frontier outpost Fort Selsmire, is provoking unrest among her soldiers and fear from passing supply caravans. Many whisper of how the Captain now goes without sleep for days at a time, pacing the walls of the keep long into the night. Despite these rumors, the party has found employment at Fort Selsmire, conducting additional patrols of the nearby forests. While patrolling, they find evidence that may lead to the strange creature who seems to be provoking the Captain to madness. Pgs. 69-73
The knightly order known as the Glorious Reclamation continues its crusade against diabolic Cheliax, conquering the town of Kantaria, where the goddess Iomedae once ruled as a mortal. The villainous adventurers, now official agents of House Thrune, must retake the town, depriving the knights of a valuable holy site. Can the evil characters earn greater infamy and prestige by dealing the Glorious Reclamation a serious defeat in their most substantial territorial gain so far, or will the knights' rebellion continue unchecked across Cheliax?
There is a curse laid on everything in that place! Cursed, you hear me? Cursed! Up on the mountain is a house by a cemetery, haunted by the memories of atrocities past. The cult on the mountain is long gone, yet the music of weirdling death carries on the wind. The mountain is cold. So very cold. And the greedy and the foolish will march bravely up the mountain for gold and glory. …but are they worth your soul? You Are Doomed Death Frost Doom is the adventure that launched Lamentations of the Flame Princess in 2009, and this anniversary edition has been fully revised by Zak S (Red & Pleasant Land, Vornheim: The Complete City Kit) with all new interior artwork by Jez Gordon. An adventure suitable for low-level characters for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.
Elmwood village has had its fair share of corruption and destruction, and the villagers won’t take anymore, not even from fearful hags. Manipulation, lies, and greed are at the heart of their woes, but what if the rumors about hags are wrong? What if the most untrustworthy person is the one the villagers trust the most? Can the party sift the truth from this appalling morass and put an end to the threat?
While on the search for a dear friend who went missing on the Serpent Hills, rumor has it that he has been captured by the Yuan-Ti. Following a trail, your party has been lead to an unknown settlement guarded by Yuan-Ti. Are you brave enough to venture deep into its secrets? Are you strong enough to get out alive?
Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41
Mount Black. A mountain filled with a myriad of creatures’ lairs, a crippled dragon that wants to control it once again, and a friendly kobold who can guide you to glory - for a price. Pgs. 8-17
"House of Reeds and Whispers" is the lair of a pair of red hags, suitable for four characters of 8th level. This adventure can be completed in one session. Two red hag sisters recently exsanguinated an eccentric collector named Nahl Fry and took up residence in his swamp-side home. Liori and Ijith were seeking an artifact from the ancient city of Talitheos, the sunken stronghold of the red hags. They found the artifact, a pair of knitting needles made from blood-infused coral. in Nahl Fry's collection. The sisters yearn to understand how the artifact works, and so they are testing its dark powers against a nearby hamlet. They have knitted rapidly growing crimson reeds that funnel the blood of fauna and farm animals back to the house. The hamlet's leader, Galnas, hires the PC's to investigate. The party must press through the reeds, defeat the sisters' guardians, face the hags, and end the reedy infestation.
What began as a subtle sickness has now spread into a full-blown contagion of magical origins around Roslof Keep! Although protected from the outbreak by their Mithel Standard, the Company of the Ivory Scimitar is now challenged with not only continuing their quest to defeat the Dungeon but also saving the town that they have grown to love. With unlikely allies forming from the other Mithel Companies, as well as unforeseen help within the labyrinth itself, the Ivory Scimitar must now take on the perilous task of curing the Violet Corruption while trying to discern the nature of its cause from somewhere deep within Mithelvanr's mad dungeon of self-propagating monstrosities! This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.