Rising from the surface of a massive lake, an ancient ziggurat travels through time for purposes unknown. It’s up to the characters to enter this strange relic and discover what dark threat the structure poses. The Ziggurat Beyond Time contains advice for customizing the adventure for your own campaign. It also contains an artifact, the Deluvian Hourglass, that has time-related properties and wishes to witness the end of the world. Pgs. 23-55
Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27
This adventure concerns a once-proud fortress that fell into the earth in an age long past. Now known as the Sunless Citadel, its echoing, broken halls house malign creatures. Evil has taken root at the citadel's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series. WOTC 88167
The Gommurg Clan rarely deal with outsiders. These hill dwarves have isolated themselves for centuries to work on their craft and guard an ancient and sinister structure. Unfortunately, the world around them does not rest easy. An exile of the clan has inadvertently brought terrible woes to his ancestral home, and now he frantically seeks help to save his people.
Charasta, an old white dragon, has not reached her age by being unprepared or foolish she is, in fact, much more intelligent than most white dragons. Her lair is well defended and tailor-made to help her defend herself. Not only that, but when she leaves the caves to hunt she’s taken to using change self to disguise her exact color. This wily white makes a perfect foe for your party adventuring in the North of Faerûn or in almost any other campaign setting as well.
Long unoccupied, the pyramid on Sorcerer’s Isle now flows with strange magical energy, warping creatures and the landscape around it. The Cult of the Dragon and Red Wizards of Thay have taken notice, and it’s up to you to keep whatever power dwells there out of their hands. An adventure for 5th-10th level characters.
"Gnolls have captured the heroes! After stripping the characters of all equipment except their armor and clothing, the gnolls drag them to an expansive briar maze known as the Twisted Thickets and set them loose. Then, armed to the teeth, the gnolls hunt down their prey. The characters must survive the hunt and outwit their pursuers. After dealing with the gnoll hunters, the heroes can try to reclaim their lost equipment and exact revenge on the tribe, which lairs in the caves beneath Dead Gnoll’s Eye Socket."
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers. A four-hour adventure for 1st-4th level characters.
A deathpriest hierophant of Orcus has turned the lower catacombs of a cemetery into a base for the undead and demonic horde it is gathering. The deathpriest loses control, however, with the arrival of a balor, and its carefully orchestrated forays to snatch victims have turned into wholesale slaughters. The PCs arrive in a nearby town to meet with a merchant who promised to sell them a long-coveted magic item. They are not altogether pleased to arrive to find the aftermath of a brutal attack—and no sign of their item. Pgs. 150-155
The long-forgotten monastery to the Lord of Winds hides a secret of immense evil. The PCs are tasked with delving into the abandoned ruins and discover if two Houses are related in some way. Scales from level 4 to level 10, but originally designed for characters of 7th level. Pgs. 17-39
The Merchant Princes have a treat in store for everyone! A new team-based event has been added to the roster and the factions are throwing their hats into the ring. Climb aboard and saddle up! Part One of The Jungle Has Fangs Trilogy.
Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs have just learned that Dephyl is alive and well and ordering blocks of granite. Meanwhile, Zhanna and Dephyl are on the third floor. If the PCs encountered the animated staircases on the first floor, the shriekers on the second floor, or triggered the trap outside Dephyl's study, the couple knows someone unwelcome is downstairs and moving up. They begin to prepare for their arrival.
On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?
Uncover a Hidden Legacy A lost passageway on the upper level of the most infamous dungeon in Faerûn has recently been uncovered. When a patron hires a band of adventurers to brave the dangers of Undermountain, a search is on to uncover secrets of an apprentice of the dungeon’s lost creator – Halaster.
The search for a missing paladin takes the PCs deep into the heart of a frontier torn apart by cult wars—and face to face with an ancient evil. The paladin Jaryd set out to find and destroy the Hand of Naarash. He was never heard from again. Now the PCs must retrace Jaryn’s steps across the harsh wilderness and determine what has become of the noble warrior. Pgs. 29-59
What's happened to the Pearl Tower -- an ancient lighthouse built to warn ships away from a treacherous reef? Ships are disappearing, and the busy part of the trading season is just about to start. Could someone have taken over the lighthouse and wrecked the ships?
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! Note for DMs: This adventure is not for the faint of hearted, to run or to play. The module starts with 10 NPCs traveling with the party through the grueling Underdark. This number can grow. The encounters within the book are often incredibly deadly for the characters that would be going through it. This is because the module expects them to run or talk their way through the events, or, in some cases, the module expects them to lose. If your players aren't the kind of party to run, talk, or surrender, do not get this adventure. The module almost requires that you use milestone leveling because the experience provided does not commonly get players to the levels they should be once they get to certain milestones in the story (7th when they leave the underdark, 15th when they face the demon lords.) Good luck and happy questing.
In the ruins of Kiris Dahn, a human town, lies a 'Slaying Stone'. The stone is said to have the power to kill any foe, though the stone is consumed in the process. The party will venture into the ruins which are the home to an assortment of goblins, hobgoblins, and kobolds. However, a mercenary band of orcs have been hired (by a benefactor who is not met in the module) to search the ruins for the Stone, and the party must find it first. The party must use caution and stealth to move through the town without alerting the denizens or the mercenaries while searching strategic points around the abandoned town to find the Stone. Eventually, the party should find the stone under the protection of an indifferent Brass Dragon.