"Monument of the Thunderer" is a desert half-dragon lair intended to challenge a party of four 7th-level characters. Near the city state of Makuria, on a small island in the middle of the Green Nuria River, an immense stone sculpture of a dragon watches over the mighty Red Cliffs and the waterfall that pours off them. The monument was built by ancient worshipers of the Mharoti conqueror known as Zulatil the Thunderer, but now serves as a base of operations for a band of sinister thugs who call themselves the Red Cliff Raiders.
A local monolith which is the nearby town's good-luck charm and tourist attraction is taken as a lair of a wandering wind harp devil. Will the heroes banish the devil, or come up with a dark bargain?
In the thriving city of Zobeck, a breakdown of the vital Puffing Bridge is throwing a wrench into the entire city. Workers can’t reach their jobs, merchants and goods can’t reach markets. In short, if this problem isn’t fixed quickly, there’ll be chaos in the Free City. Of course, this isn’t a simple mechanical breakdown but an act of sabotage, and the saboteurs are still at work when characters arrive to investigate.
The earth churns in a city graveyard, revealing not the undead but an ancient war machine. A great iron transport bores its way up from depths below, disrupting funeral rites and sending the citizens into a panic. With an opportunity to investigate and reap the rewards of bravery, the party closes on the graveyard. There they discover that the pilots of the strange vehicle are soulless automatons who have spent an eternity burrowing toward the battlefront of a long-forgotten war. In this action-packed and gritty adventure, the party must battle automatons, breach the iron transport, and put down its mad and malfunctioning commander.
Qorgeth’s fanatical undead followers await a messenger from their dark master. They whisper blasphemous prayers at blood drenched altars in total darkness, their profane chants calling Qorgeth’s demonic emissary to the mortal world. The unspeakable evil that now threatens Midgard’s Western Wastes was awoken by the well intentioned mistakes of a man named Petring, a loving father who was seduced by Qorgeth’s lies. It falls to a party of PCs to undo his cataclysmic mistakes and protect Midgard from the coming of a demon prince.
Kidnapping and politics as usual? Not so much. Something is different about this job, and you just hope that difference doesn’t get you killed. Contains sexual content.
The party arrange for passage on a fast ship called the Silver Slipper. The good Captain Sara agrees to take them aboard for a reasonable fee. The voyage, however, is marred by strange events, and the crew begin whispering about a dark statue taken aboard as cargo. The statue is to be delivered to a port beyond the PCs' destination. When a fog rolls in one night, the ship is attacked by evil agents of a dark god come to claim the statue. In this nautical nightmare, the PCs must travel aboard the ship, interact with the crew, and save themselves from a boarding party of eldritch evil.
Lo! The corpse of poor, departed Scholar Zubayr, washed up on the shores of the River of Sand, lies in the charnel house…destined to become dinner for a cult of cannibals. Though distasteful in the extreme, this isn’t your concern—except that Princess Karima Gamila, the most beautiful gnoll in Per-Bastet, has begged you to rescue her friend’s body and help discover his fate. Still unmoved to action? Know then, adventurer, that the Scholar was hot on the trail of lost treasure! If you can claim his body from the cult and decipher the clues he left behind, long-buried riches and powerful magic might be yours. But nothing is simple in this city of dark wonders: others converge on the charnel house in pursuit of wealth, vengeance, or both. Can you out-fight and outwit vile cultists, undead catfolk, a cunning werecrocodile gnoll, and the deadly secrets that lie buried beneath the River of Sand? Set in the city of Per-Bastet in the Southlands Campaign Setting, it is meant for play either as the thrilling sequel to Cat and Mouse, or as a standalone treasure hunt! Also available in Pathfinder format.
"I was taken by the evil dogs while camping near Agav's bog. They dragged me into their lair, and it wasn't until I escaped that I knew the truth of the place: a great and bony wing buried in the side of a hill. They chained me in the dark with a candle made from foul wax and forced me to dig at the marrow. Their bonds were poorly made, and I fled several days later while they slept. What purpose did they have in mining that marrow? I cannot say..." The Marrow Mines are dug in and around the fossilized wing of an unnamed leviathan. A small pack of kobolds lives and works in the mines, which are heavily trapped. The kobolds defend the area fiercely and patrol the region around the mine. At night, a handful of urds make aerial surveys of the territory. The urds live in the deep reaches of the wing's tips.
The noble dwarf Wulfstan vom Meer seeks adventurers to travel on his one remaining ship to the clan’s village, and to protect his vessel against any threats at sea. When they meet the White Worg Reavers, he wants the party to negotiate for the loan of two longships and their crew. Vom Meer offers 500 gp to anyone willing to undertake this task. It seems like easy money. However, the Wolfheim clan has troubles of its own—a group of trollkin bandits known as the Mossback Raiders have been competing with the White Worgs for territory west of Wolfheim. Their rivalry is coming to a head. When the PCs arrive at the White Worg homestead, they learn that the reaver dwarves are recovering from a recent attack. Their homestead has been sacked and vom Meer’s kinsman, Knud Stoneson, has been slain. Without a family connection, the clan’s chief will agree to vom Meer’s proposal only if the PCs will help rid them of that troublesome band of trollkin. If the PCs are to succeed in their task and help vom Meer, then a reavin’ they must go! This adventure for the 5th Edition of the world’s first RPG is meant for four 2nd and 3rd-level characters. Designed by Lou Anders, with cartography by Dyson Logos and cover art by Phil Stone.
A small band of centaurs have seen their water source fouled by unknown magic. When word of their plight reaches the party, they embark on a day's travel to the centaur camp. Along the way, they encounter injured wildlife and panicked bugbears. Terrifying storms beset the region, raining down acid and oozes. Agreeing to investigate the small corrupted lake, the adventurers discover a long buried evil has awakened—bringing with it oozing undead. The party must navigate the wilds, face the ooze storms, and confront a reanimated warrior who betrayed her god.
While traveling through a jungle expanse, the party meet a trader named Smera with a strange tale. Turned away from a nearby outpost, the trader is now heading back to civilization. Curiosity leads the party to the outpost, which has been destroyed. A strange disease has taken the outpost’s inhabitants, who built the place in support of a scholarly excavation of a nearby temple ruin. Following the path carved through the jungle by the excavation team, the PCs find the temple and its secrets. In this moss-covered and dark adventure, the party explores an old temple, faces its verdant guardians, and finds the source of the strange disease.
Rennie and Linde are in search of their father, Petring, who they saw disappear into the crypts beneath town. The crypt is thick with supernatural shadow. Torches can be lit from a brazier of green faerie fire in the entrance that cuts through magical darkness. The torches burn rapidly, and the PCs must travel quickly to preserve their light until they reach the funeral pyre in the heart of the crypt. There they can learn the way to the Carrion Shrine of Qorgeth.
An evil oracular being has taken up residence in a lonely valley. The only access to the valley is through a thick, dead wood whose shadows draw out foul memories from those who travel there. The oracle, Lurinax, has recently divined the season in which the world will end. This knowledge is greatly prized by many, so the evil fortune teller hides in his lair, protected by maddening winds and the souls of those he slew to obtain his knowledge. In this grim and dark adventure for tenth- and eleventh-level PCs, the party must travel the trail of shadows, face the manifestations of Lurinax’s victims, and finally the evil oracle himself.
The city is plagued by an affliction being called "stone sickness" or "the gorgon’s touch" that disorients people and turns them to stone. Those with, or suspected to have, the affliction are being banished from the city. Some demand a cure, but most are just scared for their loved ones. A ravenfolk woman named Spinel Larkdon, mother to a child with the gorgon’s touch, begs the PCs for assistance. An artifact known as the Shroud of Tiberesh, capable of curing any sickness, is locked away within The Umbers' vault of spoils below the city. Passionate, she is determined to save her son and all those afflicted. Fortunately for the player characters, completing the Umber’s Gauntlet alive means they are not only entitled entrance into the cult, but also a single item from its vault of spoils. The PC's only hope of procuring the Shroud is by traversing this initiation Gauntlet – a series of traps, monsters, and puzzles devoted to the demon-god Nakresh - and claiming the Shroud as their prize.
A serpentine lamia lair suitable for four or five 4th-level characters. A matriarch lamia leads a large consortium of merchants from a distance and through intermediaries. However, she has recently descended into the common madness of her kind and set up a 'celebration' at an abandoned mine for her consortium and their guards. Will you survive the party?
The Free City of Zobeck has thrived since overthrowing the tyrannical Stross family. But an ancient bargain gives the Queen of Night and Magic a claim to the city—and now the shadow fey have seized Zobeck as their own. The city’s only hope lies with a band of heroes who can outfight and outwit the shadow fey in the heart of their own realm: the maze of treachery and deceit that is the Courts of the Shadow Fey. This 148-page 5th Edition adventure contains 100 NPCs, a map with more than 60 locations of the Courts, and more than 40 combat and roleplaying encounters. Courts of the Shadow Fey takes you from the mortal world to the heart of Shadow, where you’ll: Fight your way through the dangers of the Shadow Realm to reach the shadow fey’s courts Engage in dangerous courtly intrigue, trying to increase your status to win an audience with the Queen herself Duel for honor, and perhaps win the hand of a lover among the fey nobility Can you free Zobeck from the grasp of the shadow fey? Or will your fate become a tale told in hushed tones as a warning against angering the Queen?
Just outside Per-Bastet, in the kingdom of Nuria Natal, lie the newly discovered remains of Anu-Asir, a city once believed to exist only in myth. The ruins of Anu-Asir lie submerged under accumulations of sand, floodwater, and tall tales. It is now a hub of activity for those seeking to uncover its secrets— and profit from them. Droves of the curious, hopeful, greedy, and eccentric congregate around the unearthed city. And just outside Anu-Asir, across the River Nuria, lies the most recently surfaced relic: the Pyramid of Tiberesh. Dare you explore its deadly mysteries?
A Collection of Dark and Daring Adventures What happens when adventurers become the owners of a brothel? When a roguish associate asks them to attend an oligarch’s party in his place? What lurks in the Cartways besides kobolds? And what will you say when another thief tells you the only way to find a treasure is to become hunted by the Praetors? Dark dealings, my boys, and a knife in the guts might be the price. Whose guts? Might be yours if you cross the wrong one of the Nine. This 112-page supplement and adventure anthology is set in the seedy underbelly of Zobeck, and on its mean streets you will find: Seven adventures dealing with underhanded themes, shady locations, and double-crossing deals gone wrong Six locales including the Cartways Market Gallery or the Old Stross Municipal Baths. A dirty dozen NPCs: kobold gearsmiths, failed Arcane Collegium students, barge captains, fey and undead ambassadors to use as rivals, patrons, peers and foes A sampling of new clockworks, street magics and odd enchantments that make Zobeck the distinctive jewel of the River Argent! You probably shouldn’t bring the paladin along on this one… This official Midgard adventure anthology is easily portable to any setting. Designed by Ben McFarland, Chris Harris, Matthew Stinson, Christina Stiles, Mike Franke, and Richard Pett.
The interrogation of the rogue wizard, Askalan, by the magocracy of Bemmea exposed his creation of unstable magical artifacts built in a ruined ley-line conduit. This Leystone, built by the mages of Vael Turog, had been dormant for centuries until Askalan discovered a way to power it. Now, after his untimely death, the Leystone's unstable power continues to grow at the edge of the Western Wastes. The magocracy hires the characters to find the awakened Leystone, uncover the mystery of this growing power, and return the source of the power to Bemmea for study.