After losing chieftain after chieftain, the Birdcruncher goblin tribe finally found competent leadership in its four goblin "heroes". But it turns out leading a tribe of goblins isn't much fun, and the newest Birdcruncher chieftains are bored. In order to cure their doldrums, the chieftains have issued a new demand—find them some adventure, or else! Eager to please their great chieftains, the Birdcruncher goblins frantically try to whip up all sorts of amusements, including goblin games, feats of skill, and a grand feast. But trouble arises in the midst of the goblins' feast for their mighty leaders—the goblins who went to harvest truffles for the feast got beat up by some stinky humans! Part 3 of the We Be Goblins series.
When the iron mines that made Dustpawn so prosperous played out not long after the Goblinblood Wars of Isger ended, the city shifted its focus from mining to goat herding with quite a bit of success. Things have, as a result, been quiet and calm in Dustpawn for the past several years, but that quiet is shattered the night a strange falling star roars across the sky above town to crash somewhere in the hills several miles to the south. When several locals eager to find the fallen star and strip it of its ore go missing, it becomes apparent that whatever has fallen from the sky is much more than a mere meteorite. There are those in town who claim the falling star was in fact a ship, and now a strange malady is creeping through the townsfolk.
Deep beneath the Isle of Dread, in a place forgotten by the world of light, an ancient, unfathomable evil festers. Within the desiccated ruin known as Golsimorga, the debased kopru servants of Demogorgon work foul rites, steeping immature shadow pearls in pits of liquid insanity. None from the world above have yet fathomed what terrors lurk beneath the Isle of Dread, nor what mad scheme roils to profane life deep within the city's gangrenous corpse. "The Lightless Depths" is the sixth 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 #353 of Dragon features ways to improve the PCs' vessel, the Sea Wyvern, as they take their adventures back to the seas. When the PCs journey deep under the Isle of Dread to find the source of the shadow pearls, they discover horrors beyond imagining in a haunted underground city perched on sanity's razored edge. Pgs. 28-66
A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59
After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82
The Licktoad goblins of Brinestump Marsh have stumbled upon a great treasure—fireworks! Yet unfortunately for them, the tribe member responsible for the discovery has already been exiled for the abhorrent crime of writing (which every goblin knows steals words from your head). To remedy this situation, the Licktoads’ leader, His Mighty Girthness Chief Rendwattle Gutwad, has declared that the greatest heroes of the tribe must venture forth to retrieve the rest of the fireworks from a derelict ship stranded in the marsh. The PCs play as a group of freaking goblins! What more do you need to know? Part 1 of the We Be Goblins series.
A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved ruler…
Centuries ago, the priest-king Kyuss sacrificed his nation to fuel his lust for divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden there may hold the key to his defeat. "The Spire of Long Shadows" is the seventh 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 #339 of Dragon presents a magical pool owned by Manzorian that can give the PCs just the edge they need to survive what awaits them in the "Spire of Long Shadows." Pgs. 59-89
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.
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?
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.
Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?
The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?
The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. Pgs. 16-34
The logging town of Falcon’s Hollow has been through rough times—first a kobold tribe abducted the town’s children for an evil ritual, then an unknown force reanimated the defeated kobolds to attack the town. Now a horde of zombies approaches and a mysterious evil gathers power in the north, tainting wildlife and the buried dead, its presence hinting at ancient evils better left undisturbed.
The deserts of Osirion—land of pharaohs and ancient tombs—hide not just untold wonders, but also unspeakable dangers. When the vast sand dunes part to reveal the ancient pyramid of the legendary Pharaoh of Sphinxes, glory seekers from across many nations race toward it, each fighting to be the first to claim its wonders. But the storied pharaoh doesn't rest quietly within this monument, and his tomb was designed to slaughter any who would dare trespass.
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.
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?
A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.
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