The necromancer Tal Lorvas has unearthed an underground tomb that dates back to the height of the ancient tiefling empire. Lorvas has been terrorizing the surrounding lands with his vile experiments, and now he hopes to find a ring, hidden in the tomb, that is tied to a ritual he wants to perform by the rise of the next full moon. The PCs must enter the tomb of Empress Nemeia, deal with the servants of the necromancer, and confront Tal Lorvas before he can claim the ancient relic and move one step closer to ultimate power over the undead. Pgs. 36-41
D&D’s latest book contains thirteen exhilarating heist-themed adventures, where you and your crew will take on missions from a mysterious organization known as the Golden Vault. Thirteen new stand-alone adventures spanning levels 1 to 11, each focused on a single heist.
4e's 'Expedition to the Barrier Peaks'... on the moon! Using the technology of a lost civilisation, illithids have been cloning influential people. The PCs must navigate a strange sci-fi environment and defeat the illithids. Additional items & malfunction rules can be found in Dragon #410 & Gamma World 7e.
"The end times approach. To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware, it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity for PCs to display undreamt-of heroism. . . or fall to ultimate defeat. The Apocalypse Stone is a tool for Dungeon Masters to present extremely challenging encounters for high-level parties, to wrap up a long-running campaign. . .or both. This adventure is a literal universe-ender. Past a certain point in the campaign, there is nothing the players can do. The world *will* end.
Fort Dalton along the River Lis was long ago destroyed. Now rumors tell of foul cults practicing their dark rites within the fort’s ruins. Are the rumors of elemental cults true or are the rumors a cover for some other sinister plot? A two-hour adventure for 1st-4th level characters.
"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harker’s Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?
A vast Feywild swamp slowly seethes into the mortal world, conjured by a malevolent hag. The Murkendraw's unstoppable progress widens Rotten Ethel's dominion by a few steps each day, and with it, the hag's ambition. When Rotten Ethel kidnaps the fairest pixie of all, the swamp's advance suddenly quickens. The fairy folk need brave heroes to turn back the tide and venture forth to rescue Glitterdust.
In response to a new but as-of-yet-unnamed threat, the factions have called upon adventurers to venture into the jungle in search of a location for a new base of operations. As such, you have been charged with scouting several locations to assess their viability. Surely something so trivial as a scouting mission couldn’t go wrong?
"Wherein the local clergy makes the terrible mistake of not hiring enough assassins for the job." Synopsis: The heroes have just returned from the abyss (Occipitus) and reestablish themselves in Cauldron, when they are assaulted by a group of professional assassins. After they repel the attack, they trace back the lead to the temple of Wee Jas, where they find plenty of opposition from the second in command, Ike Iverson. After dispatching of the cleric and securing of a (spare) soul cage, the group finds evidence of a place important to the cagewrights' cause - an ancient underground complex named Karran Kurral. Mounting an expedition to that place, they find more evidence towards the horrific destiny on schedule for Cauldron. However, they gain access to the Soul Pillars after defeating a dracolich, that they can use to gather plenty of intelligence on the cagewrights' plans. Pgs. 12-51
A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the first episode, the PCs were employed by Duke Ambrinigan to exchange a ransom of 10,000 gp in gems for a golden lion that was taken by frost giants in a recent raid. While waiting for the giants to arrive at the designated meeting place, the PCs watched as the white dragon Whildenstrank attacked the giants and then flew off with the statue. Charged with returning the golden lion statue at all costs, the PCs move to investigate the site of the battle.
The entity known as Oreiax is a gruesome, stunted monstrosity born of ancient death. Rescued from an eternity of petrification by Doresain the Ghoul King, Oreiax immediately pledged itself to the Ghoul King's service, and thus indirectly, into Orcus's service. Oreiax, born of stone and death, seeks to glorify Doresain by petrifying the world. Pgs. 112-119
The city has been plagued by mysterious nighttime assassinations that leave behind no clues about who might have perpetrated them. Divinations from temple of Ioun adherents suggest the guilty parties can be found under a nearby curio shop. The PCs set off. Beneath the shop waits the Poisoned Shadows Assassins Guild, as well as a greater danger than the party expected. Pgs. 54-59
At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131
Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by widening the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. The PCs have entered the Forsaken Temple's crypt and started exploring a bit. They may have tangled with a pudding, and further warnings of danger greeted them. Do they dare continue on?
Centuries ago, a green dragon terrorized the civilized lands near its lair. As the beast grew in power, countless cult followers gathered. With the help of its worshipers, the dragon transformed into a runescribed dracolich. The dragon and its cult grew larger and more powerful over the centuries. This, of course, led to war with the surrounding nations. After terrible battles and much loss, the cultists were slaughtered and the dragon destroyed, but its phylactery could not be found. The beast reformed, gathered cultists anew, and again was defeated. The phylactery still could not be found. This time, the powers of civilization decided not to destroy the beast, but to trap it, locking it away and setting various guards. Recently, a divination ritual performed by someone the PCs respect revealed that great peril will arise if a creature lairing in Mount Sorrowspire (the dracolich) is not destroyed. Pgs. 180-185
Bad Fruul and his minions have been threatening to overtake the town of Parnast for some time, and intelligence provided by Seer (via Hsing) confirms that an attack is imminent. Despite this, the town is at risk from within as internal politics threaten to tear it apart. It is up to the adventurers to resolve the infighting in Parnast and prepare the town for the hill giant's onslaught.
Riddled with veins of precious ore and gem, the Earthspur Mountains to the west have long been a valuable resource for anyone able to mine them. One such mine has gone silent and the only thing more concerning than its long overdue shipment is the fate of the members of the Soldiery sent to discover what has happened to the mine’s workers. Though the mine lay in a region of the Mountains once claimed by a clan of reclusive dwarves, the Ludwakazar clan wouldn’t be so bold as to violate their long-standing peace with Mulmaster. Or would they?
The PCs intervene in an attempted murder and are hired to find out what made a guy go mad. This leads them to search for Yenejg Togan's tower/a strange merchant in the nearby forest, where they discover that bugbears have moved in. After exploring the tower, finding the "merchant", and dealing with the bugbears and the lamia that caused the incident in the first place, they were still unable to get into Yenejg's inner sanctum without a key. The PCs return with the key and figure out how to use it to enter Yenejg's sanctum. They then explore it, dealing mostly with traps, and finally discover the resting place of the treasure Yenejg stole from the town. This adventure begins with a skill-based roof-top chase and can include some complex non-combat interactions with potentially hostile NPCs. It includes some semi-interesting traps as well as some nifty puzzles. No villain to speak of. Fool-hardy adventurers can get themselves killed, but some caution will result in only one extremely hard fight, and even that can be avoided if action is taken quickly. Pgs. 74-107
A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?
Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!