This adventure is the ninth part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) Wherein a group of diverse and talented allies learns the folly of not working together against a common foe.
Part 5 of the Carrion Crown Adventure Path takes place in Ustalav's capital Caliphas. The heroes are in the city to follow the trail of evidence left by the neromantic cult The Whispering Way and strengthen their bonds with the mysterious Order of the Palantine Eye. Whilst in the city, they uncover a string of murders. When they discover that all the victims were vampires, they descend into the underground vampire city and have the possibility to form a tentative alliance with the vampire clans. If they help solve the murders, the vampire lord promises to help them on their quest. What role do the deadly necromancers have in the undead murders plaguing Caliphas? What secret grudge exists between the cult and the rulers of the night? And will the heroes be able to save the capital without sacrificing their very souls? This book includes: - “Ashes at Dawn,” a Pathfinder RPG adventure for 11th-level characters, by Neil Spicer - A gazetteer of fog-haunted Caliphas, the mysterious and deadly capital of Ustalav, by F. Wesley Schneider - A terrifying look into the blasphemous church of Urgathoa, goddess of gluttony, disease, and the undead, by Sean K Reynolds - Laurel Cylphra’s attempt to steal a soul stealer in the Pathfinder’s Journal, by F. Wesley Schneider - Six new monsters by Crystal Frasier, Patrick Renie, and Sean K Reynolds
An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen'drik. "Temple of the Scorpion God" is part two of the three-part Shards of Eberron Campaign Arc. Pgs. 66-75
As whelps of the Licktoad tribe just out of their swaddling cages, the goblins Chuffy, Mogmurch, Poog, and Reta must prove themselves by undergoing a series of challenges, from tying a string to a large spider and shouting insults with hot rocks in their mouths to facing off against a goblin bully and his dimwitted minions. As a final test of their mettle, they must make a dangerous (and smelly) trek to claim a toad from the nearby swamp and present it to the terrifying presence that lurks within the Cave of Darkfear, only after which can they truly call themselves goblins! Part 4 of We be Goblins series
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
In this adventure the heroes invade Susurrus, the palace of the githyanki lich-queen and attempt to end Vlaakith's reign forever. The adventure begins when Zetch'r'r, a githyanki warlord petitions the heroes to confront and destroy Vlaakith. However, the lich-queen's spies know of Zetch'r'r's treachery and are preparing to deal with him and the PCs.
Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. This adventure is part of the Shackled City Adventure Path that began with "Life 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 Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). The Adventure Path concludes in Dungeon #116 with "Asylum." Pgs. 56-82
A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own.
The Licktoads, once the great and fierce goblin tribe in Brinestump Marsh, were defeated by human adventurers! All that remains of the tribe are its four goblin "heroes". Homeless and bored, they left their swampy homeland to join the neighboring goblin tribe, the Birdcrunchers. The good news is that the Birdcrunchers are willing to let the goblin heroes join their tribe. The better news is that the Birdcrunchers have heard of these four, and want one of them to become their new chieftain. The bad news is that before the goblins can join, they'll need to endure a series of dangerous and humiliating tests. Very dangerous. Very humiliating. The worse news is that lately Birdcruncher chieftains have had really short lifespans—they're being killed by the pet fire-breathing boar of a local ogre who wants the Birdcruncher land as his own. Part 2 of the We Be Goblins series.
Hezzrack the imp escaped a prison of stone only by entering a prison of words. His only chance now is for a helpful group of adventurers to rescue him from certain servitude as a goblin adept's familiar. When his wizardly master's tower collapsed ages ago, the imp Hezzrack found himself trapped in the basement for a long, long time. After spending many years playing chess with himself and arranging macabre passion plays with the animated skeletons that survived the collapse, he finally found a way to escape. Unfortunately, that escape required signing a contract with a particularly unpleasant goblin adept; Hezzrack had managed to escape his prison of stone by leaping into a prison of servitude. If only a group of adventurers were to come along and take care of the goblin and release him completely! Pgs. 18-28
For more than a hundred years, the demon-infested Worldwound has warred against humanity, its Abyssal armies clashing with crusaders, barbarians, mercenaries, and heroes along the border of lost Sarkoris. But when one of the magical wardstones that helps hedge the demons into their savage realm is sabotaged, the crusader city of Kenabres is attacked and devastated by the demonic hordes. Can a small band of heroes destined for mythic greatness survive long enough to hold back the forces of chaos and evil until help arrives, or will they become the latest in a long line of victims slaughtered by Deskari, the demon lord of the Locust Host?
Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. The core of the adventure is a short thirteen room lair with grimlock guards, a basilisk pet and Malifustal the Night Hag, who guards a portal to Hades. Pgs. 12-33
When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78
The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own.
If the PCs are to avert the Age of Worms, they must invade the heartland of Kyuss' power, the Wormcrawl Fissure, and destroy one of the world's most powerful dracoliches before the Wormgod awakens. "Into the Wormcrawl Fissure" is the eleventh installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #343 of Dragon presents statistics for some extraplanar entities the PCs may wish to call upon to aid them in the Wormcrawl Fissure. Pgs. 54-89
For generations, the Broken Tusk following has roamed their small patch of the Realm of the Mammoth Lords in relative peace. Now, to avoid annihilation from a maniacal war horde, they must flee into the unknown. If the Broken Tusks are to survive their flight, a team of their best scouts will need to chart a safe path through an unforgiving wilderness. Along the way, they'll uncover the mysteries of a powerful artifact that promises to change the course of history. "Broken Tusk Moon" is a Pathfinder adventure for four 1st-level characters. This adventure begins the Quest for the Frozen Flame Adventure Path, a three-part monthly campaign in which the heroes lead a band of nomadic hunter-gatherers across a brutal primordial landscape. This adventure also includes a catalog of the characters' band, the Broken Tusks; new spells, feats, and items perfect for trappers and foragers; and new prehistoric creatures to befriend or bedevil your players. Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.
The shifting desert sands have revealed an ancient obelisk from a forgotten age, an obsidian monolith whose presence is having an unsettling effect on the surrounding desert. Ancient dead arise from the dunes, dangerous jackalweres launch attacks on caravans and villages, and the mysterious Order of the Obsidian Eye has flocked to the unearthed ruin for reasons no doubt dire. What monstrous portents do these events foretell?
Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?
"The Devil Box" is a D&D adventure suitable for four 2nd-level PCs, although it can be modified for parties of 1st or 4th-5th levels as noted int the "Scaling the Adventure" sidebar. Characters completing the adventure are likely to advance to 3rd level. Much of the action takes place in a small town during a festival; this town can easily be dropped into an existing campaign. Since "The Devil Box" expects the PCs to deal with kobolds as temporary allies, it throws in some ethical dilemmas for good-aligned characters. Paladins and good-aligned clerics my have difficulties with such an alliance, but kobolds are definitely the lesser of the two evils involved in this adventure. If the party spurns the assistance of potential kobold allies, you may wish to modify the adventure to make it a bit easier on the player characters, as encounters have been written with the assumption that the heroes have a little help. Uploader's note: A hilariously creepy adventure involving a circus (freakshow), with in style illustrations! (Grid maps included, but not separate maps.)
The town of Falcon's Hollow needs a miracle. The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned dwarven monastery.