The Shackled City Adventure Path enters the home stretch as the forces of evil take direct action against the heroes of the Cauldron. Dangerous secrets are revealed, important NPCs bit the dust, and your heroes will never know who to trust again! This adventure is seventh part of the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97). Pgs. 36-67
Player's pickup the quest from the Greyhawk Adventurer's Guild to escort a barge down the Nyr Dyv.
A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027
Wherein the weather takes a turn for the worse. All hell breaks loose in the city of Cauldron, as a long-dormant volcano sputters to life. The heroes must deal with the terrible consequences, ushering citizens to safety and negotiating fiend-filled streets littered with collapsed buildings. And with the death of the Lord Mayer, who will lead what's left of the City? "Foundation of Flame" is the eighth adventure in the Shackled City Adventure Path. Pgs. 56-84
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
Barbarian legends tell of five magical blades of measureless power. The more civilized cultures of warmer climes believe these tales to be nothing more than delirious dreams of frost-bitten brains. "Those frozen louts- they're trying to scare respect out of us!" At least that's what they want to believe. Three of the legendary blades of Corusk have been unearthed, and their powers have proven to be all that the tales claimed. You have been given these to use in the quest for the remaining two blades. However, word has spread to the peoples of the neighboring areas, and two groups are working against you to prevent your securing these swords. Beware the Hold of the Stonefist and the Rovers of the Barren! Only so much time remains for you to locate the last two Blades of Corusk ... and your enemies are on the horizon. Find the blades, and reclaim your birthright of honor and respect; fail, and be outcast from your tribes for life. The choice is yours. TSR 9337
Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.
The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Food rove the region. The Borderlands hold many secret wondrous locations, and opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And Don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!
Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City! TSR 9046
Vecna Lives is a high level adventure that pits players against the lich and almost demi-god Vecna. Although based in Greyhawk, the adventure is easily adaptable to Ravenloft and Planescape. This adventure is meant to kill characters. If you are a DM who cannot bring himself to kill a player’s prized character or one who can be pressured to “give a guy a break,” you must be extra strong when running Vecna Lives! For centuries, Vecna-archmage, despotic tyrant, the most fearsome of all liches-has been nothing but fearful legend to the honest folk of Greyhawk. Once the supreme master of all undead sorcerers, even today his Hand and Eye are object of immense power. Now something evil is stirring in the lands around Greyhawk. The Hand and Eye of Vecna have been found-and Vecna wants them back. TSR 9309
A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47
The battle against the slavers continues! You end your fellow adventurers have defeated the slavers of Highport, but you have learned of the existence of another slaver stronghold, and you have decided to continue the attack. But beware! Only the most fearless of adventurers could challenge the slavers on their own ground, and live to tell of It! Second part of Scourge of the Slavelords (A1-4) TSR 9040
A combination wilderness/dungeon module, first searching for then exploring the temple of Tharizdun. Tharizdun is long gone from the place, so there's no epic final fight. Rather, a mysterious Black Cyst waits at the bottom of the dungeon. The encounter with it is almost scripted, having no hazard except for careless/foolish players. Contains several monsters from the Fiend Folio. Loosely follows Lost Caverns of Tsojcanth. TSR 9065
"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063
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
In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.
Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.
A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first 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. Pgs. 14-47
The corrupt town guard of the Styes refuse to help when a mysterious monster begins to slaughter the residents of Hopen'er Asylum, an old decrepit mental aslyum. A call is put out for any adventurers willing to defeat this mosnter and save Hopen'er before it falls any further into madness... From the author of Murder on the Primewater Pleasure comes The Horrors Beneath Hopen'er Asylum. If you enjoyed that adventure then you will love this! This horror adventure takes place in and below Hopen'er Asylum. Originally designed to serve as an introduction to the location known as The Styes frorm the Ghosts of Saltmarsh campaign book, this adventure can be easily transferred to any setting (advice is given on how to do this). The characters will explore an abandoned underground wing of the mental asylum, before delving into a forgotten cave system to face an unknown enemy, a Dubh. The adventure is designed for 6th - 7th level characters and takes anywhere between 4 - 6 hours to finish. The adventure contains full colour maps, as well as VTT versions of the maps.
The characters recently did Gellan Primewater, a local merchant from the Town of Saltmarsh, a great service by recovering property deeds worth a large sum of money, that he had long thought lost. In return Gellan throws a party for them on his pleasure ship, the Primewater Pleasure. However, this weekend cruise is plunged into chaos when one of the guests is murdered. The party must dive in and find the murderer before the ship gets back to shore, and the murderer can escape. This is a murder mystery which includes full colour maps of the Primewater Pleasure (player versions included). Fleshed out NPCs with motivations and secrets, as well as clues for your players to find, all in an attempt to uncover the truth. Your characters are trapped on the ship with the murderer and must find them before they strike again. Like all good murder mysteries this one contains a rather dungeons and dragons style twist. The table of contents includes links to all NPCs as well as every chapter for that sweet sweet quality of life improvement. It is designed to fit in with the Ghosts of Saltmarsh campaign but could also fit in to any setting or even be its own standalone adventure. This is my first adventure so all of your support would be greatly appreciated! I hope you enjoy and I welcome any feedback you might have!