As you begin your path to adventuring fame, fate brings you a gift. The military is attacking a humanoid army not too far away but their powerful force has splintered the insurgents. Different groups of aggressive humanoids are now off on their own and the military is overwhelmed trying to track them down. Word has it that one such group is headed to the revered Oracle at Nyo! Your time has come and fame is within reach!
The nearby jungle is growing at a disturbing pace -- overnight, whole villages have been swallowed up by creeping vines. Rumors say the source is a corrupt and powerful temple deep in the jungle. In reality, the blight lords of Talona created a monstrous corpse flower and imbued it with the power of a cursed gem from an ancient temple of their goddess. After the blight lords released it into the forest, the corpse flower bent the surrounding jungle to its semi-sentient whims, recreating the temple out of plant life -- with an insatiable hunger for expansion.
Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.
When a volcano appears out of thin air, the ensuing eruption is a cataclysm unseen in this age. A group of legendary heroes will need to get to the heart of what's causing the volcano Iskh to break into the Material Plane, and in doing so, defeat an evil so ancient and powerful that the fabric of reality trembles at her wrath... Fires of Iskh is an adventure for four or five 20th-level characters. It includes: -Six new monsters! -A planar incursion from the Elemental Plane of Fire! -A super volcano full ancient secrets! -An epic battle with an ancient red dragon! -A carefully crafted format to make running the adventure easy and customizable. -Combat cards for each monster, PC, and special treasure. -High-quality digital maps for use with virtual table tops.
Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.
Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.
After visiting a friend in a nearby town you head to the tavern to get some food. A recent storm has wreaked havoc and the residents are busy making repairs. Despite your offer to help the citizens politely refuse. After sitting down for your meal you quickly learned that some children found a ship that has run aground. The father tells you that the children are prone to exaggerate but you obtain directions to the supposed site anyway. Sure you’re alone, but you’ve got tons of experience already…
The Final Installment of the Tiddy Mun Trilogy Warning: This adventure is not for the most hardcore of grimdark enjoyers. Do NOT play this adventure if you do not like: Happiness, Joy, Fun, Dancing, Mischief, Maybe a little bit of mayhem, general naughtiness In the third and final installment of the Fennebog trilogy of adventures, the characters will have to brave the land of Fennebog once again. They must defeat violent darklings, negotiate with manipulative pixies and most importantly, meet the demands of a melodramatic archfey. The village of Berribury is in trouble. The characters must deliver an object called the Stranger Stone to the village so they archfey Tiddy Mun can perform a ritual to reverse the flood. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3. CONTENT WARNING: Flooding, Manipulation, Deceit, Denial, Entrapment, Alcohol
History states that Zobeck was reborn in blood 80 years ago, thanks in part to the creation of gearforged by a revolutionary coalition of workers and mages. Unfortunately, history has recorded only part of the truth, and the Praetors will do anything to make sure the rest remains buried.
Provost Nigel Faurious’s continued planar research has uncovered a reference to a sapphire amulet and a map with general directions to the entrance of the Shining Valley deep within the Graywall Mountains. He believes that the Valley is an Irian manifest zone, capable of charging the sapphire and granting unknown healing properties. The Provost has already acquired the sapphire and contracted Lhara, a female shifter within the Clifftop Adventurers’ Guild, to put forth a writ calling for adventurers to follow the map he uncovered and discover if the amulet’s properties are authentic. Unbeknownst to the Provost, a flight of harpies known as the Haunting Song is already living within the Shining Valley after escaping an attack on their lives by two other flights. The characters will have to convince these current inhabitants that they mean no harm. The harpies have already learned the healing properties of the valley and have been raising a new generation without any outside interference, but due to the party’s recent expedition, an oncoming war party has been spotted and the harpies now demand they assist in defending their home.
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
The Wells of Darkness is the seventy-third layer of the Infinite Planes of the Abyss, a prison used by demon lords and a graveyard for creatures the multiverse would rather forget. Imprisoned in one of these wells is Shami-Amourae, the Lady of Delights. This minor demon lord and former consort of Demogorgon is one of the few beings who knows the true secrets of Demogorgon's twin personalities and his plot to reconcile them, thereby growing immeasurably in power. "Wells of Darkness" is the tenth chapter in 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 "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #357 of Dragon magazine features rules for three new binder vestiges connected to the imprisoned demons within the Wells of Darkness. The Prince of Demons hides a secret, one that could well be the key to stopping the savage tide. Yet the only one who knows this secret is imprisoned on one of the most notorious realms in the Abyss. Will the price for rescuing her be too high? Pgs. 52-84
The Granddaddy of All Dungeons Returns! Rappan Athuk, the legendary mega-dungeon by Frog God Games and Necromancer Games is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the Pathfinder Roleplaying Game. Very difficult, Rappan Athuk will truly strike fear into the hearts of the most stalwart adventurers. It offers legions of inventive traps, tricks, strange features, and monsters—many of them never before seen. It affords numerous opportunities for roleplaying, but anyone willing to brave these subterranean halls better arrive ready to rumble, or their lives will be short indeed. Many, many players have lost favored PCs delving into the depths of this dungeon, all the while giggling like children and having the time of their lives. Hundreds, if not thousands of players have combed the halls of Rappan Athuk over the years, seeking treasure and fame, making it one of the best-known dungeon locations the game has ever produced. Even players who have never entered its halls know the term: “Don’t go down the Well!” Also available for S&W and broken into multiple adventures. Also see https://paizo.com/store/byCompany/f/frogGodGames/pathfinderRPG/rappanAthuk for expansions for this product.
FQ3- Outpost of the Humanoids is the third adventure for the Filbar Quest Series. As you make your way to a meeting with the Baron of the Knolls you come across a roadside inn and a pair of old adventurers that have a small task for you near some old abandoned ruins. Sounds easy enough right? For some reason it never is easy, especially in Filbar!
Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29
Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town – ultimate power is nearly within reach. Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? A sequel to DDEX1-10 Tyranny in Phlan and Part Two of Under Emerald Claws.
Every year, on the very same day, the city of Cape Coral has been besieged by a giant Kraken, killing dozens of people and destroying huge chunks of the town. That day this year is approaching quickly -- in fact, the town has only two days left to prepare. Princess Lua, the daughter of the former king of Cape Coral, has reached out to the party to beg their aid in protecting the town. The Kraken is far too formidable a foe to try to attack alone, so instead the party must convince as many factions of townsfolk as they can to aid them in the fight, set traps, and fortify or evacuate the town. After their two days are up, the Kraken attacks, and the party, supported by whoever they managed to convince, must face it in battle. Along the way, though, the players have a chance to figure out why the Kraken attacks in the first place -- and, if they are quick and clever enough, they can stop the attacks for good. A Pointy Hat Kraken Week Adventure
Note: This is a sequel to Out of Body, Out of Mind. The legend of the realm of Tirna'cel is well known. Once remembered for its power-mongering warlords, homunculi-wielding sorcerers, and archfiends from the deepest pits of the Abyss, Tirna'cel has become a powerful and welcoming land over the last 600 years, due in no small part to the efforts of the warlord Tirna'gael, a member of the land's founding nobility. But your party knows the truth. You ventured into the tomb of Tirna'gael some six months ago, and therein discovered that the fallen warlord was actually little more than his brethren: a petty, avaricious power-monger. Possessed by a rival force which also desired the kingdom - a rare incorporeal demon called a nescent, which inhabited his body and augmented his already incredible power to unforeseen levels - Tirna'gael sought to overthrow the ancient warlords only to replace them. Through Tirna'gael's augmented body, the nescent overwhelmed and eliminated the other warlords, eventually dominating the realm along. But before it could consolidate its rule and throw Tirna'cel into an even darker age, the secret of its power was discovered by the paladins of Garadon, a virtuous cell of justice and light. The paladins lured Tirna'gael into the center of his own fortress and trapped him there within a powerful anti magic field. His body withered and died but the nescent remained dormant, waiting for its chance for revenge. During your visit to Tirna'gael's fortress-tomb six months ago, you accidentally released the nescent from its prison. That enemy has since been vanquished - at least for the time being - but the memory of your pitched battle against it still lingers as you approach the original chapter house of the Order of Garadon. You have been summoned.
Deep beneath the keep of Castle Greyhawk, a really nasty device is creating mutated, unpleasant monsters that are running wild throughout the castle and the twelve-level dungeon beneath. The call has gone out for heroic, fearless, and perhaps foolish adventures to out-hack, out-slash, and sometimes even out-think hordes of doughmen, headless mice, manic bee queens, really bad dead things, burgermen, crazed chefs, and movie moguls. If they survive these and much odder obstacles, the characters still have to find the nasty monster creator and put it out of business. Castle Greyhawkcontains 13 detailed levels for adventuring and exploration. Each is a separate adventure written by different author and each has its own unique brand of baffling weirdness. Some levels involve solving puzzles and some require good old hacking and slashing. The adventure can be played separately or all together as a grand quest to free Castle Greyhawk from the evil, rotten hordes that are plaguing it. The common theme of this dungeon is that no joke is so old, no pun so bad, and no schtick so obvious that it can't be used to confuse and trip up PCs! 13 Adventures for Character Levels 0 to 25. TSR 9222
They sure don't make lawful allies like they used to. A question of morality versus ethics - made lethal. Pgs. 17-34