Set in the Plains of Dorack the large, frontier town of Bixatel offers an oasis in the land of the Plains people. This community offers a safe haven for all travelers including multiple tribe members as long as they maintain the peace. The residents of Bixatel have decreed that the town itself is a neutral location and no tribal hostilities are permitted within the town walls. This town rests between between the Imperial Realm and the bulk of the plains.
For months, the dreams of the people of Emystrell have become dark and terrible. It seems their nightmares have come to life as in recent weeks, people have mysteriously gone missing, vanishing in the night without a trace! Everyone is too paralyzed by their own despair to do anything or venture far from the safety of their homes. Emystrell is on the brink of collapse. The baron is offering a handsome reward to anyone who can show proof of the end of whatever evil curse that has taken hold of their town. This adventure is designed for a party of 3-5 heroic characters from the 2nd to 3rd level. It has elements of mystery and investigation in the first section which can be detailed and highly involved for groups that enjoy the process of searching for clues and solving mysteries or just as easily glossed over for groups that are more tactics focused. The second section of the adventure features the dungeon: a labyrinthine complex of an ancient elven crypt which the thieves guild has used as a base of operations for a decade...until the serpent worshipping cult arrived. The third section of this book is the detailed map and notes on the town and surrounding area of Emystrell. Roleplaying notes are kept light to allow for room for your own interpretations and details to NPCs remain as free to do with as you choose unless I felt inspired and hoped to give you a cool idea. This adventure has hooks for Dungeon Masters interested in a larger campaign involving the sinister plots of the Yuan-Ti (snake people) as well as other interesting adventure hooks (such as the giants in the nearby mountains or the stolen gem: The Eye of the Dragon). These plot points are intentionally left vague for you to fill in the gaps based on what your players seem interested in. You are invited to use this as a launch point adventure to lead your heroes on a larger adventure that might someday set them against an Anathema Serpent demigod, or it may simply be the adventure that begins their journeys and the evil of Yargoth stops here at Emystrell. If your campaign is set in a pre-published setting, this town of Emystrell can be replaced or fit into any campaign with a few tweaks to local gods and names. If you are playing in Dragonlance, you could replace Yargoth the Dread Serpent with Tiamat, or Dendar in Fearun. The local goddess, Tyr, could be the Tyr from the Forgotten Realms or even Norse myth if that is your campaign setting.
We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. This adventure sees the characters allied with the Fraternity of Order in Sigil and sent to the gate town of Automata to solve a vicious spree of murders.
"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171
Join the adventure in the free city of Taux! Written as a narrative piece to help incorporate game play into the shared world anthology series Tales of the Emerald Serpent, this adventure for semi-experienced characters will put you on the run from the most powerful and notorious family in Taux. Can the characters write their own story and join the legends of Black Gate with the help of iconic personas made famous in Tales of the Emerald Serpent and A Knight in the Silk Purse. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.
The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.
If the drought doesn't get you, the goblins will. The river has mysteriously run dry and the farmers' crops are in peril. Locals are convinced a nearby tribe of goblins are responsible, and have offered a reward to anyone brave enough to sort it out. While they were correct about the goblins causing the drought, they were wrong about the reason. The chief of the goblin tribe is an enthusiastic fisher and a particular fish, Salvel the Talking Trout has continually eluded him. This adventure has a humourous tone and emphasises role-playing and negotiating. Pgs. 8-21 & 49
A bad heir day. The Land of Fate is known for its hot sands and fiery passions. You must survive both to restore order to the city. An evil order of wizards is terrorizing local towns. It is up to the party to find their secret lair and put an end to their nefarious plots. Pgs. 34-53 & 57
When the Pathfinder-obsessed daughter of one Qadira's most powerful trade princes goes missing trying to impress the Society, her father angrily demands the Pathfinders track her down or face expulsion from Katheer. Tracking the missing princess leads you to an underground complex filled with traps, tricks, and a creature so powerful, she's lived for a thousand years. Can you save the princess and uncover the power of the Eternal Obelisk?
The Horror of Horticulture Valentine Manor is beauty entrapped in architecture. The lavish stately home is renowned throughout the realms, and its gardens even more so. However, despite its famed beauty something has found its way into the garden and corrupted its allure. Could it be something to do with the new gardeners, or something even more sinister? Free adventure!
CORE 1-2 With the identity of a murderer confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. Part Two of The Chaos in Melvaunt. The characters enter Mechanus via a portal in Melvaunt with the aim to infiltrate a modron army encampment. They must then flee the camp in a chase scene.
Great riches and sudden death, free for the taking. The owners of the vault dared all looters to test their wits against it. Hundreds of years later, the vault is still unopened. Now, it's your turn to try to get in. A heavily trapped vault containing a whole lot of treasure. Little combat. Pgs. 41-46
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?
This scenario puts a new but experienced adventure back into harm’s way. After arriving at the small community of Penchant for a festival, the PC quickly discovers that there is danger afoot! The citizens are reporting a bloodthirsty creature roaming the area threatening the festival. If this problem can be resolved a second and more dangerous challenge awaits them in a nearby cemetery. As with all adventures in the Penchant series it can be difficult and not for the faint of heart!
The country of Rhyl has been beset nearly every night for many years by a large, terrible creature that flies out from the mountains near the city of Asereht. Nearly a year ago the creature broke through the wall of King Namreh’s castle and carried off the king’s son, Prince Laechim, along with a large amount of the royal treasure. After the creature’s raid on the castle, King Namreh ordered his army to search the mountains and discover Astylis’ complex. The soldiers made two forays into the mountain wilderness, but each time were harassed and eventually driven back by goblin raiders. Since the failure of the second assault, the king has taken to commissioning small parties of mercenaries and adventurers, sending them into the mountains with promises of great reward upon the completion of the rescue mission. For reasons which the king has never found out, none of these rescue parties has ever returned to Asereht. Your party is now attempting to be the first. Pgs. 37-44
“Rats in the Walls”: A dockside tavern in Khromarium is plagued by rats of a most unusual breed. These abominable rodents have ruined the tavern keeper’s business and his life. The man is desperate, and he offers a substantial reward for the elimination of his horrific problem.
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
Everyone comes to Taux for a reason, and yet they come. A few will brave the Ebon Swamp, but most come via ship, which is the method the party now employs. Unbeknownst to them, however, a strom is brewing, one with untold magical energy that can bend the very fabric of space and time. If they are lucky they will have a story to be told beyond imagination. If they aren't, they will become the fodder of sea-faring legend, just another lost ship that never made it into the sheltered bay of Taux. This mini-adventure sets up the events of Folio #11 (AT1 The Subtle Revenant) This adventure is formatted to both 1E & 5E gaming rules.
The set-up is interesting in a way – the PCs are plain folks of the Vale, everyday people, and the module begins promising, with the Thor-ordained sporty trek around the vale that inevitably results in trouble. The module, obviously, tries to chronicle the step from everyday-Joe/Jane to hero and the tidbits on culture provided are intriguing. But this, as much as I’m loathe to say it, is one of the worst modules FGG has ever released. If I didn’t know any better, I wouldn’t expect Mr. Ward’s pen at work here. Let me elaborate: The premise, is unique and hasn’t been done much recently, but it suffers from this being an adventure – to properly invest the players in the setting a closer gazetteer, nomenclature, suggested roles and origins for casting talent – all of that should have been covered. They’re not. Worse, everything here is a) clichéd and b) a non-threat in the great whole of things.
Many centuries ago, a band of paladins fell from grace. These blackguards were defeated after a great battle and their grim fortress, the Iron Tower, was razed. A small abbey was established near the ruins, where generations of monks mixed ancient eldritch wards, mighty clockwork traps, and multiple fail safes to build the Iron Crypt of the Heretics. Three mighty vaults ensured that its evils would be sealed for all eternity. But unbeknownst to the brotherhood, their impregnable crypt had a single weakness: the very monks that had built it, for they knew its secrets. When a devourer stole into their abbey, the profane beast forced the monks to help it inside the Iron Crypt. It successfully broke into the first of three vaults, releasing an army of wights. The story of the devourer and his wight army is told in Dungeon Crawl Classics #12: The Blackguard’s Revenge. Now, in the Iron Crypt of the Heretics, the heroes must venture into a crypt designed by the world’s greatest thieves, magicians, and seers, solve its puzzles and deadly traps, and seal it once more from the outside world.