Dungeon Adventures (D&D)
From Hastur
Unofficial rules compendium | |
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A list of scenarios from Dungeon Magazine. The short descriptive texts might be inspirational. Requests accepted.
Maybe edit this down only to include relevant adventures? But it is hard to say what is relevant in advance.
If I add one more line of nonsense, formating might work better.
91 | Any | Challenge of Champions IV | Jonathan M. Richards | It doesn’t matter how skilled you are--it’s how you function as a team! | ||
108 | Any | Challenge of Champions V | Jonathan M. Richards | Once again, the Adventurers Guild has sent out the call for those who dub themselves great adventurers to compete in a contest designed to challenge low- and high-level heroes alike. Can you make it through to victory without suffering the humiliation of defeat? | ||
138 | Any | Challenge of Champions VI | Jonathan Richards | The annual adventurers’ guild competition returns to the pages of Dungeon. | ||
83 | 1 | Alterations | Philip Athans | When a science experiment goes awry, who will be left to clean up the mess? | Science Fiction | Played |
91 | 1 | Bogged Down | Terry Edwards | Terrible secrets buried in the bogs around Bearden’s Hollow are rising to the surface. | Savage Tide plugin, Played | |
118 | 1 | Box of Flumph | Tim Hitchcock | Of all the creatures in the history of Dungeons & Dragons, the lowly flumph has perhaps the worst reputation. | Savage Tide plugin, Played | |
82 | 1 | Evil Unearthed | Ed Stark | People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? | Village | |
135 | 1 | Funeral Procession | Mark A. Hart | For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the brutal murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson’s will not rest quietly, and the local cult of Graz’zt has plans for the coming monstrosity. | City | Played |
87 | 1 | Gorgoldand's Gauntlet | Jonathan M. Richards | Not all dragons are evil. Some even possess a sense of humor. | ||
96 | 1 | Hollow Threats | Richard L.J. Pett | A dragon turtle is headed the PCs’ direction, having terrorized towns up and down the coast. Is the small fishing hamlet of Fogly next on its menu? | Village | Side Trek |
89 | 1 | Honor And Eta | Dave Zenz | Even those of unclean spirit deserve the chance to perform an execution in peace. | Oriental Adventures | |
97 | 1 | Life’s Bazaar | Christopher Perkins | Enter the city of Cauldron, a metropolis recently besieged by a rash of disappearances. The population of the city is nervous, but the disappearances became personal when four orphans were taken from their beds three nights ago. | City | Shackled City |
114 | 1 | Mad God’s Key | Jason Bulmahn | A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. | Greyhawk, Savage Tide plugin | |
142 | 1 | Masque of Dreams | B. Matthew Conklin III | A masquerade ball at a remote desert oasis turns tragic when the party is crashed by goblin minions of a priestess of Zargon. Can the PCs rescue the abducted guests before they become the latest victims of the Lost City of the Valley of Death? | Desert | Lost City |
Unofficial rules compendium | |
|
A list of scenarios from Dungeon Magazine. The short descriptive texts might be inspirational. Requests accepted.
Maybe edit this down only to include relevant adventures? But it is hard to say what is relevant in advance.
If I add one more line of nonsense, formating might work better.
91 | Any | Challenge of Champions IV | Jonathan M. Richards | It doesn’t matter how skilled you are--it’s how you function as a team! | ||
108 | Any | Challenge of Champions V | Jonathan M. Richards | Once again, the Adventurers Guild has sent out the call for those who dub themselves great adventurers to compete in a contest designed to challenge low- and high-level heroes alike. Can you make it through to victory without suffering the humiliation of defeat? | ||
138 | Any | Challenge of Champions VI | Jonathan Richards | The annual adventurers’ guild competition returns to the pages of Dungeon. | ||
83 | 1 | Alterations | Philip Athans | When a science experiment goes awry, who will be left to clean up the mess? | Science Fiction | Played |
91 | 1 | Bogged Down | Terry Edwards | Terrible secrets buried in the bogs around Bearden’s Hollow are rising to the surface. | Savage Tide plugin, Played | |
118 | 1 | Box of Flumph | Tim Hitchcock | Of all the creatures in the history of Dungeons & Dragons, the lowly flumph has perhaps the worst reputation. | Savage Tide plugin, Played | |
82 | 1 | Evil Unearthed | Ed Stark | People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? | Village | |
135 | 1 | Funeral Procession | Mark A. Hart | For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the brutal murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson’s will not rest quietly, and the local cult of Graz’zt has plans for the coming monstrosity. | City | Played |
87 | 1 | Gorgoldand's Gauntlet | Jonathan M. Richards | Not all dragons are evil. Some even possess a sense of humor. | ||
96 | 1 | Hollow Threats | Richard L.J. Pett | A dragon turtle is headed the PCs’ direction, having terrorized towns up and down the coast. Is the small fishing hamlet of Fogly next on its menu? | Village | Side Trek |
89 | 1 | Honor And Eta | Dave Zenz | Even those of unclean spirit deserve the chance to perform an execution in peace. | Oriental Adventures | |
97 | 1 | Life’s Bazaar | Christopher Perkins | Enter the city of Cauldron, a metropolis recently besieged by a rash of disappearances. The population of the city is nervous, but the disappearances became personal when four orphans were taken from their beds three nights ago. | City | Shackled City |
114 | 1 | Mad God’s Key | Jason Bulmahn | A hunt for a missing key leads the heroes from the streets of the city of Greyhawk to the Tomb of Blood Everflowing in the treacherous Cairn Hills. | Greyhawk, Savage Tide plugin | |
142 | 1 | Masque of Dreams | B. Matthew Conklin III | A masquerade ball at a remote desert oasis turns tragic when the party is crashed by goblin minions of a priestess of Zargon. Can the PCs rescue the abducted guests before they become the latest victims of the Lost City of the Valley of Death? | Desert | Lost City |
96 | 1 | Provincial Prior Cause | Johnny L. Wilson | Cultists of Gruumsh have subverted one of the Soldiers of the Sun, and the PCs must track the traitor down. | ||
137 | 1 | Siege of The Spider Eaters | Tim and Eileen Connors | The village of Haven-Fara has a problem—it’s been overrun with spiders that have been forced out of their nearby lair. Now the horrible arachnids have encased the village in webs. Yet could this spider problem be merely a symptom of something worse to come? | Village | |
91 | 1 | The Legend of Garthulga | Tim Hitchcock | A monster from elven folklore proves bad for business. | ||
113 | 1 | The Queen With Burning Eyes | James Wyatt | A deadly foray into Sharn, City of Towers. Descend into the ruined undercity to face the legacy of the daelkyr, aberrations from the evil plane of Xoriat, and come face to face with the Queen with Burning Eyes! | City | Eberron |
92 | 1 | The Swarm | Tito Leati | It’s never too late to savor the sweet taste of revenge. | ||
124 | 1 | The Whispering Cairn | Erik Mona | A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. | Age of Worms | |
139 | 1 | There Is No Honor | James Jacobs | A new band of heroes confront exotic monsters, undead pirates, and a sinister guild of thieves on the cusp of unleashing a murderous coup. | Savage Tide, Played | |
88 | 1 | Thirds of Purloined Vellum | Graham Robert Scott | In Athkatla, nothing is more dangerous than a merchant with a bee in his britches. | City | Forgotten Realms |
87 | 1 | Tinderbox | Mike Selinker | The flames of vengeance threaten to consume a frontier town. | ||
87 | 1 | Valley of the Snails | W. Jason Peck | What strange fate befalls creatures that trespass in the valley of the Slithering Snails? | ||
130 | 1 | Within The Circle | Sam Brown | The hamlet of Thistle has a problem. The river they depend on for trade and food was recently poisoned with a tide of filth, and a goblin named Belig has claimed responsibility. If the people of Thistle don’t pay a ransom, Belig has promised them much worse will come with the next poison tide. | Village | Forgotten Realms |
146 | 1 | Escape from Meenlock Prison | Tim and Eileen Connors | What was supposed to be a simple prisoner transfer grows complicated when the PCs arrive at a prison that’s recently come under new management. | ||
102 | 2 | Cry Wolf | Nicolas Logue | A rare breed of wolf has apparently been staging daring attacks on citizens of Rendrick. A group of hunters seek to claim bounty on the beast, but as the PCs quickly learn, the wolf isn’t all it appears. Something sinister lurks in the woods near town, and the PCs must act quickly to save innocent lives. | Town | |
83 | 2 | Deep Freeze | Cameron Widen | It's been buried under the ice for millennia, waiting to be found. | ||
85 | 2 | Ever-Changing Fortunes | Peter Zollers | A brave kobold needs your help to free his dwarven friends. That's right—a brave kobold. | ||
82 | 2 | Playing with Fire | Jeff Grubb | Follow a half-forgotten legend to treasures untold and a fiery doom. | ||
123 | 2 | Salvage Operation | Mike Mearls | Many moons ago, a powerful merchant’s fortunes collapsed as a ship filled with his wares vanished. Four days ago, the missing ship was spotted, listing terribly and adrift at sea. The merchant gathers the last of his resources to mount an expedition to the ship, yet are he and your players prepared for what lurks inside its slowly sinking ruin? | Savage Tide plugin | |
128 | 2 | Shut In | F. Wesley Schneider and James Sutter | An elusive killer is leaving a trail of noble blood across the city. When the PCs are recruited to protect an influential spinster, they discover that more is afoot at Dromdal House than anyone suspects. In fact, they may be the ones who need protection, from their aging ward. | City | Savage Tide plugin |
109 | 2 | The Devil Box | Richard Pett | Friendly kobolds, a bizarre freakshow, and Tiny devils conspire to bring havoc to the lives of your player characters. Can you rescue the Reptile Boy from bondage before a diabolical plot brings trouble to the citizens of a friendly village? | Village | Savage Tide plugin |
138 | 2 | Urban Decay | Amber E. Scott | In the back alleys and sewers, a wererat plots the overthrow of the humans he despises. | City | Savage Tide plugin |
82 | 3 | Dark Times in Sherwood | Ian Malcolmson | The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? | City | |
83 | 3 | Depths of Rage | JD Wiker | Entering the goblins' lair is easy. Getting out alive is the tricky part. | Savage Tide plugin | |
84 | 3 | Dungeon of the Fire Opal | Jonathan Tweet | Was it destiny or something worse that destroyed the Order of the Opal Fist? | ||
82 | 3 | Eye For an Eye | Patrick W. Ross | A stolen jewel leads to the heart of the swamp, where one man's thirst for vengeance threatens to destroy an entire town. | Town | |
122 | 3 | Final Resting Place | Michael Kortes | Most adventurers like to think that when their number is finally up, their colleagues will bring them home, either to be raised or at least returned to their families for a proper burial. But how far will the PCs go in order to do right by a fallen adventurer? And will they draw the line at hauling his coffin out of the Underdark? | Underdark | |
134 | 3 | Home Under The Range | Michael Kortes | The dwarves have a problem—a tiefling-related problem. The tieflings raid under the shield of magical darkness, but if the PCs can supply the dwarves with giant scarab beetles capable of generating potent bursts of magical light, they might just survive. Unfortunately, they’ll need to escort the herd of giant beetles through the Underdark first | Underdark | |
150 | 3 | Kill Bargle | Jason Bulmahn | The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. | ||
115 | 3 | Raiders of Black Ice | Wolfgang Baur | Bracing for a terrible winter, the adventurers find themselves snow-locked in the desolate Archbarony of Blackmoor. Will they venture into the treacherous Land of Black Ice to rescue an enslaved people? | Forgotten Realms | |
86 | 3 | Stormdancers | Ole Münch | Battle the elements to save the Evergreen Forest from destruction. | Forest | Played |
148 | 3 | The Automatic Hound | James Lafond Sutter | Deep in the forest, two hunters stumble across the site of a strange and ancient ritual, and one pays the ultimate price. Now a murderous beast stalks the streets of a quiet farm town. Can the PCs unravel the secret of Dramsburg’s dark past and defeat a monster that cannot be killed? | ||
131 | 3 | The Beasts of Aulbesmil | Skip Williams | Aulbesmil’s silver mines are played out and mercantile traffic has grown sparse. Orcs and monsters lurk in the nearby woods, but the real menace hides behind twitching whiskers in the town itself. | Town | |
140 | 3 | The Bullywug Gambit' | Nicolas Logue | "And the river shall bring forth frogs abundantly, which shall go up and come into thine house, and into thy bedchamber, and upon thy bed, and into the house of thy servants, and upon thy people, and into thine ovens, and into thy kneadingtroughs. And the frogs shall come up both on thee, and upon thy people, and upon all thy servants." Exodus 8:3-4 | Savage Tide, Played | |
110 | 3 | The Buzz on The Bridge | John Simcoe | The isolated halfing village of Lindley has a problem. The main supply route into town has been infested by a hive of giant bees. The sheriff has already perished in an attempt to remove the vermin, so when the PCs arrive in town, mayor Dunleary Appletop pleads for their help. | Village | |
145 | 3 | The Distraction | Tim Hitchcock | A band of settlers awaits certain death upon the vicious blades of massing gnoll hordes. Can the PCs distract the ravenous army of savage humanoids long enough for reinforcements to arrive? | Wilderness | |
94 | 3 | The Excavation | Michael T. Kuciak | The fall of a blackguard’s tower left a little something behind for the unwary to discover. | Played | |
120 | 3 | The Obsidian Eye | Nicolas Logue and Brendan Victorson | The shifting desert sands have revealed an ancient obelisk from a forgotten age, an obsidian monolith whose presence is having an unsettling effect on the surrounding desert. Ancient dead arise from the dunes, dangerous jackalweres launch attacks on caravans and villages, and the mysterious Order of the Obsidian Eye has flocked to the unearthed ruin for reasons no doubt dire. | Desert | |
87 | 3 | The Raiders of Galath's Roost | Skip Williams | The secret to the raiders' sinister plot lies amid the ruins of a forlorn keep. Continued in “Woe To Mistledale”. | Forgotten Realms, Woe To Mistledale arc | |
125 | 3 | The Three Faces of Evil | Mike Mearls | Clues discovered in Diamond Lake lead to the Black Cathedral, a forlorn chamber hidden below a local mine. There they battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the ebon Triad know about the Age of Worms, and why are they so desperate to get it started | Age of Worms | |
95 | 3 | The Witch of Serpent’s Bridge | Russell Brown | Sabotage! Workers on the new temple of Kord are being injured or killed at an alarming rate, but is the witch of serpent bridge to blame? | ||
119 | 3 | Unfamiliar Territory | Chris West | The imp Hezzrack found himself trapped in the basement for a long, long time. If only a group of adventurers were to come along and take care of the goblin and release him completely! | Savage Tide plugin | |
117 | 4 | Fallen Angel | Keith Baker | On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn’s floating towers fell from the sky, leaving much of the Godsgate District a ruin of crushed buildings and shattered glass. Years later, the slum is home to the ravers, bestial scavengers barely clinging to the shreds of humanity. Now, a band of ravers searches Godsgate for remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. | City | Eberron |
121 | 4 | Fiend’s Embrace | Stephen S. Greer | Ages ago, the demon prince Graz’zt fashioned a cloak, the Fiend’s Embrace, from the skin of a pit fiend captured in the Blood War, and offered it as a gift to his lover, the witch-queen Iggwilv. Today, rumors hold the Fiend’s Embrace is hidden in a keep in the Cold Marshes—will agents of a jealous demigod get to the cloak before the PCs? | ||
98 | 4 | Flood Season | James Jacobs | As winter approaches, the rains begin to fall on Cauldron. In the past, this season has been a cause for alarm, but the last few years, it has become a reason for celebration. Suddenly, a prominent Cauldronite is brutally slain, and the rains start to fall. Some dark power is linked to these recent events, and the acclaimed new heroes of Cauldron are beseeched once more to find a solution. | Shackled City | |
98 | 4 | Gluttony | J. Bradley Schell | Blood-sucking evil-doers have been terrorizing remote farms. The locals claim a vampire infestation, but are the fanged, unholy undead really responsible? | Side Trek | |
83 | 4 | Iriandel | Tito Leati | The secret to ending a unicorn's curse lies in the tomb of a barbarian king. | ||
95 | 4 | Lust | J. Bradley Schell | Heredity can lead you to dangerous and dark deeds, especially if you’re a half-fiend. | Side Trek | |
89 | 4 | Rivers of Blood | Paul Leach | Can you defend a besieged village from invaders in 10th-century Russia? | Village | Red Sails (Viking) |
93 | 4 | Swamp Stomp | Jeff Ward | Something has the peaceful Broken Axe Clan of lizardfolk riled up. | Savage Tide plugin, Played | |
136 | 4 | Tensions Rising | Ryan Smalley | An airship carrying vital secrets has gone down in the Starpeaks. Now the PCs must race a sinister necromancer through a labyrinth of treacherous canyons to retrieve the information before it falls into the wrong hands. But the dolgrims that currently live there have other ideas. | Mountains | Eberron |
94 | 4 | The Last Hunt | James Wilber | Lord Algen rides again, but can he survive his final quest without aid? | ||
105 | 4 | The Stink | Monte Lin | Folks have been vanishing from the Stink, a disease-filled rubbish quarter of Sunhill. City officials recruit the heroes to investigate the disappearances, putting the PCs on the trail of scaly subterranean denizens with ill plans for the surface world. | City | Savage Tide plugin |
90 | 4 | Totentanz | Bernard Mees | Even death cannot keep the citizens of Luzern from dancing in the street. | City | |
89 | 4 | Wedding Bells | Jonathan Tweet | You are cordially invited to a wedding in Dockalong. Apparently, so are a few of the local monsters. | Village | |
132 | 4 | Wingclipper's Revenge | Christopher Wissel | Danger lurks in the woodland surrounding the village of Turvin. Strange lights and sounds emerge from deep in the forest, and now villagers have started to disappear. Some evil force is turning nature against mankind, and it’s up to the PCs to put a stop to it. | Village | |
144 | 4 | The Muster of Morach Tor | Russel Brown | Deep in the Evermoors a plan to conquer the town of Nesmé is forming, and the only person who can warn the town is about to be sacrificed to a slimy god. Can the PCs rescue the missing officer in time to save Nesmé? | Forgotten Realms, Savage Tide plugin, Played | |
86 | 5 | Anvil of Time | Tracy Raye Hickman | Trapped inside an ancient dungeon, your only hope of escape lies somewhere in the past. | Dragonlance | |
133 | 5 | Chimes at Midnight | Nicolas Logue | The brilliant (if somewhat eccentric) detective Viktor Saint-Demain has put more criminal masterminds behind bars than any three other inqusitives. But when the master sleuth fails to get the recogintion he deserves, he sets out to prove to Sharn that they can’t live without him. | City | Eberron, Minds of Sharn arc |
84 | 5 | Demonclaw | Peter R. Hopkins | A wizard's hideous transformation spells trouble for the kingdom of Nyrond. | Greyhawk | |
126 | 5 | Encounter at Blackwall Keep | Sean K Reynolds | The wizard Allustan requests the party's company on a trip to Blackwall Keep, a militia outpost on the border of a treacherous swamp. But what of the green worms and unkillable zombies plaguing the region, and what fell secret is locked in the keep's forlorn basement? | Age of Worms | |
99 | 5 | Fish Story | Adam Jortner | Locathah have invaded, or so it seems. But why, after all these peaceful years, have the fish creatures abandoned their home? The PCs must journey to the flooded village of Waterford and delve into the past to discover the cause of the current commotion and uncover the secret history of the region. | Village | Savage Tide plugin |
103 | 5 | Forest of Blood | Wil Upchurch | While relaxing at the Berlingford Spring Faire, the heroes stop a pack of wild dogs from savaging innocent revelers. But these are just the latest in a long line of unnatural animal attacks. Investigation leads to a wide-ranging plot hatched in the depths of the treacherous Forest of Blood. | Village | Forgotten Realms |
129 | 5 | Murder In Oakbridge | Uri Kurlianchik | The PCs match wits with a brilliant assassin driven insane by the accidental death of her daughter years ago. To solve this dark murder mystery, the PCs must use their perception and intellect along with their arsenal of spells and abilities. | Savage Tide plugin, Eberron | |
85 | 5 | Natural Selection | Matthew G. Adkins | Ridding a forest of monsters is tricky business, especially when the druids like the monsters where they are! | Forest | Played |
116 | 5 | Palace of The Twisted King | Phillip Larwood | A blistering sandstorm finally breaks, revealing a moribund ruin long shrouded by the desert sands. Its crumbling walls might provide respite from the terrible winds, but the keep's ancient meenlock master has a special bed for visitors—his grisly operating table. | Desert | |
96 | 5 | Pandemonium in the Veins | Frank Brunner | Life as a gladiator is deadly enough inside the arena. So it’s just unfair when something starts killing the prize outside their matches. It’s up to the PCs to go undercover as gladiators themselves and solve the mysterious deaths. | Arena | Savage Tide plugin |
90 | 5 | Prey for Tyrinth | Tim Hitchcock | She lives in the depths. She lives in the darkness. She lives to kill. | Savage Tide plugin | |
143 | 5 | Riding the Rail | Christopher Wissel | Lightning rail rides in Breland are never as relaxing as they should be, especially when the coach is being used to transport a monolith hauled from the mysterious depths of Xen’drik. | Train | Eberron |
147 | 5 | The Aundairian Job | Craig Shackleton | A powerful artifact lies deep in the vaults of a House Kundarak bank. Can the PCs steal it without getting captured in the process? | Eberron | |
127 | 5 | The Hive | Phillip Larwood | The once-dwarven wizard Hehranna knows that her previous race, for all its pride and skill, is hampered and distracted by lesser concerns—family, friendship, emotion. Once they join the Hive, they won’t begrudge a few moments of pain in exchange for the industrious awakening she has to offer them. | ||
141 | 5 | The Sea Wyvern’s Wake | Richard Pett | It’s time to bid farewell to the city of Sasserine as the PCs board the Sea Wyvern for a 3,000-mile voyage south into the uncharted waters of the Vohoun Ocean. Their destination: the Isle of Dread. | Sea | Savage Tide, Played |
87 | 5 | The Shalm's Dark Song | Tito Leati | A roadside sanctuary turns into a roadside diner. | ||
93 | 5 | Vanity | J. Bradley Schell | An ancient temple’s guardian hides the secret of one man’s great hubris. | ||
149 | 5 | War of the Wielded | Michael Kortes | Centuries ago, two rival thieves' guilds crafted a number of intelligent weapons to aid them in their conflicts. Although the guilds are now long dead, their weapons remain, and have begun to recruit new soldiers from the people of Sasserine. | City | |
108 | 6 | Beast of Burden | Michael Kortes | Some massive engine of destruction has appeared from the wilds, stalking and destroying entire villages. That alone would have the region in an uproar, but the fact that an organized army seems to live on the creature’s back, raining destruction on villagers and the land alike. The PCs must catch the mysterious creature and stop the marauders living atop it before it reaches a major city. | ||
97 | 6 | Blind Man’s Bluff | Rob Manning | A pair of leprous mountain dwarves plead for the rescue of their compatriots from a deadly ettin-wight. | Side Trek | |
105 | 6 | Chasing the Snake | By John Simcoe | A long-simmering merchant conflict has turned into a war of assassination, and the PCs are called in to prevent an attempt to murder the daughter of one of the merchants. They lead her yuan-ti would-be killer on an overland chase through a canyon called Ehlonna’s Scar, which contains surprises of its own. | Forgotten Realms | |
122 | 6 | Fiendish Footprints | Tito Leati | A microscopic map etched into the surface of a tiny knag of wood puts the PCs on the trail of the Fiendish Foot, an item of vast necromantic potential. Will your heroes beat a band of hobgoblins to find the Foot? And what of the object’s vampiric protectors? | ||
125 | 6 | Pit of The Fire Lord | Andy Collins and James Wyatt | A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? | City | Shards Of Eberron |
86 | 6 | Rana Mor | Rich Baker | Survive the perils of a fallen temple to capture the jungle's greatest prize: the elusive Rain Tiger. | Jungle | Savage Tide plugin, Played |
91 | 6 | Sloth | J. Bradley Schell | A slovenly conjurer makes a mess of things and learns that irony is without mercy. | Side Trek | |
106 | 6 | Tammeraut's Fate | Greg A. Vaughan | Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? | Savage Tide plugin, Greyhawk | |
137 | 6 | Tealpeck’s Flood | Peter Vinogradov | Decades ago, the powerful wizard Tealpeck made a blood pact with the pit fiend Ibex. Now someone must find a way to undo this folly before Tealpeck’s lone descendant inherits a terrible fate. | Savage tide plugin | |
87 | 6 | The Cradle of Madness | Robert Lee | Madness grips the Danwick family and threatens to awaken a sleeping god. | ||
88 | 6 | The Door From Everywhere | Roger E. Moore | Behold the lost secrets of the Netherese empire, and explore them at your own peril. | Forgotten Realms | |
126 | 6 | The Menagerie | B. Matthew Conklin III | What happens when a vagabond finds a weird snake down by the river and gives it to the local curio shop? | Side Trek | |
114 | 6 | Torrents of Dread | Greg Vaughan | A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village’s spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? | Isle of Dread | Savage tide plugin, Greyhawk, Played |
102 | 6 | Zenith Trajectory | David Noonan | The PCs’ actions in the city have gained the attention of local aristocrats. One of these wealthy merchants seeks the return of his son so he can be free of a powerful curse that’s destroying his body. The heroes must undertake a perilous journey through the Underdark in pursuit of the prodigal son, but when they find him, returning him to Cauldron might be the last of the PCs’ worries. | Shackled City | |
84 | 7 | Armistice | Peter Vinogradov | The war in the mountains might be over, but there's still one more enemy to fight. | Mountain | |
94 | 7 | Bloodlines | Luke Johnson | The long-forgotten monastery to the lord of winds hides a secret of immense evil. | ||
123 | 7 | Crypt of Crimson Stars | Andy Collins and James Wyatt | Rumors of an Eberron dragonshard of enormous size and power have reached the ears of Tophran Damilek, one of Sharn’s wealthiest citizens. Unfortunately, the shard seems to be concealed within a trap-laden temple-tomb, a tomb itself located below a village of cruel halfling nomads and their dinosaur pets. | Shards Of Eberron | |
104 | 7 | Dragon Hunters | Peter Zollers | Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. | Jungle | Savage Tide plugin, Played |
85 | 7 | Flesh to Stone | Anthony Talanay | Meet a pair of giants with some unusual—and unhappy—garden statuary. | Side Trek | |
103 | 7 | Glacial Inferno | Kent Ertman | The evil wizard Huhueteotl’s flame mages threaten the Duchy of Urnst! Track the curs to their fiery lair, take a dip in liquid hot magma, and prepare yourselves for a chilling surprise. | Greyhawk, Savage Tide plugin | |
142 | 7 | Here there be Monsters | Jason Bulmahn | Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. | Savage Tide, Isle of Dread. Played | |
133 | 7 | Ill-Made Graves | Kevin Carter | The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon’s spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king’s corpse, awaiting only the caress of the funeral pyre before it can awaken into something far worse than a dragon of flesh and bone. . | ||
107 | 7 | Mellorn Hospitality | Russel Brown | Every seven years, the elven village of Mellorell hosts the Festival of Life, an opportunity to trade, shop, and celebrate with the folk of nearby lands. But a dark secret that could cost the life of fairgoers draws the heroes into a plot that leads all the way to Hades. | ||
86 | 7 | Mysterious Ways | Thomas Harlan | A treacherous knight and his otherworldly conspirators threaten to unleash a dreadful terror upon the land. | Dragonlance | |
89 | 7 | Rage | J. Bradley Schell | What happens when a barbarian loses his nasty temper and bad manners? | ||
115 | 7 | Steel Shadows | Keith Baker | A killer is stalking the warforged of Sharn. Some say the murderer is a vengeful spirit, while others blame human bigotry and fear. Can the adventurers expose the truth that lies hidden in the depths of Sharn? | City | Eberron |
90 | 7 | Tears for Twilight Hollow | Angel Leigh McCoy & Christopher Perkins | A paladin’s demise brings pain and despair to the village of Twilight Hollow. | Forgotten Realms | |
124 | 7 | Temple of The Scorpion God | James Wyatt and Andy Collins | An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen’drik. | City | Eberron |
120 | 7 | The Forsaken Arch | Timothy J. Haener | The pearl divers of Shoalbury are in trouble. A band of birdlike kenku and ogres have been ambushing and plundering outgoing shipments of pearls, and the villagers are growing desperate. And why are the bandits stealing eyes from the bodies of their victims? A single guard survived the most recent ambush with one eye intact, and his testimony may just be enough to lead a brave band of adventurers to the bandit lair, and to the sinister cult they serve. | Sea | Savage Tide plugin |
127 | 7 | The Hall of Harsh Reflections | Jason Bulmahn | The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. | City | Age of Worms |
88 | 7 | The Seventh Arm | Tito Leati | A demonic medallion is the key to a tyrant’s hidden trove--and your horrible doom. | ||
132 | 8 | Caverns of The Ooze Lord | Campbell Pentney | Something’s not right with the hamlet of Verdinica. The locals are quiet and withdrawn, and seem strangely nervous about answering questions to outsiders. Why do they wear such thick clothing, even though the summer is so hot and muggy? And what sort of “prisoner” could make the strange, sloshing noises that are heard some nights coming from the gaol? | Village | |
150 | 8 | Quoth the Raven | Nicolas Logue | Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. | Eberron, Minds of Sharn arc | |
126 | 8 | The Clockwork Fortress | Wolfang Baur | A mechanical man discovers his ancestral fortress has fallen to a lunatic derro, but something worse than mad derro haunts the Clockwork Fortress' gears. | ||
104 | 8 | The Demonskar Legacy | Tito Leati | After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. | Shackled City | |
90 | 8 | The Elfwhisper | J.C. Alvarez | Elves and forests don’t always get along. | Forest | |
149 | 8 | Twisted Night | Stefan Happ | The coastal village of Caer Garrion has mysteriously depopulated, and the only survivior, a lone prisoner in the local jail, has gone mad. What does this village's sinister fate portend for the Moonshae Isles? | Forgotten Realms | |
145 | 8 | Vile Addiction | Tom Ganz, Stefan Happ, Stephen S. Greer, B. Matthew Conklin III, and Ashavan Doyon | A horrific drug has seized the population of the strange city of Exag, yet confronting its source only reveals the true extent of a dire new threat | City | Seeds of Sehan |
98 | 8 | Wings, Spikes, and Teeth | Brian Marsden | Lions from the mountains have suddenly come to the lowlands and begun attacking travelers. What fell influence has come over the normally reclusive beasts? | ||
100 | 8 | Woe to Mistledale | Skip Williams | This takes the PCs back to the Dales region of the Forgotten Realms. Someone--whether drow, the local elves, or another force entirely--has taken up residence in the forests near Mistledale, disrupting trade along the Moonsea Ride and slaughtering merchants and taking their goods. The PCs must embark on a convoluted investigation to uncover the mystery behind the attacks. | Forgotten Realms, Woe To Mistledale arc | |
134 | 9 | And Madness Followed | Matthew Hope | Something vile has transformed a sleepy rural village—the locals have become monsters, and the only survivors are insane. Can the PCs unravel the mystery before a troupe of insane bards plunge the heart of an unsuspecting city into the Far Realm? | Village | |
148 | 9 | In the Shadows of Spinecastle | Stephen S. Greer and Gary Holian | The PCs must infiltrate a city ruled by monsters to search for the spymaster that holds the key to saving a besieged nation. | Greyhawk | |
91 | 9 | Kambranex’s Machinations | Robert Lee | Nothing good ever came from the Belching Vortex of Leuk-O! | Greyhawk | |
85 | 9 | Lord of The Scarlet Tide | James Jacobs | A foul plague in the Realm Below threatens to destroy all life in the world above. | Underdark | |
88 | 9 | Make it Big | Jeff Quick | When you hang with hill giants, a little creativity can go a long way. | Side Trek | |
113 | 9 | Practical Magic | Jason Nelson | An investigation into a wizard’s disappearance leads to tangles with an unusual mermaid soothsayer and her obedient servitors, a tattoo-covered magical ghoul, and the deadliest necromancer the city of Marsember has ever known. | City | Forgotten Realms |
139 | 9 | Requiem of The Shadow Serpent | Anson Caralya | Explore a warren of snake-haunted caverns where magic itself has lost its way and the faithful of Shar lurk in every corner. | Forgotten Realms | |
128 | 9 | The Champion’s Belt | Tito Leati | The hidden masters of the Ebon Triad have something special planned for the culmination of the Champion’s Games: a foul ritual designed to transform the arena into a stage of enormous carnage to honor their dark overgod. To stop them, the PCs must explore the dark complex of the arena’s master, and destroy his pet monster before it’s too late. | Arena | Age of Worms |
140 | 9 | The Fall of Graymalkin Academy | Mark A. Hart | Prestigious Graymalkin Academy, where the rich and fortunate go to learn the ways of magic, has fallen to the enemy! Can your PCs defeat its monstrous invaders? | ||
95 | 9 | The Jackal’s Redemption | Chad MacPhee & Greg Oppedisano | Strange, red-armed devil creatures are kidnapping innocent townsfolk, and the town’s guardian is missing | Town | |
93 | 9 | The Statue Gallery | Jonathan Richards | A room full of statues is almost always a sign of trouble--this one is no different. | Side Trek | |
121 | 9 | The Styes | Richard Pett | Once, the Styes was the ocean gateway to a major city, her magnificent buildings crowning a man-made island held aloft on piers and boardwalks. Now, it has grown old and diseased, a perfect haven for sadists, cultists, and hungry things that flop and writhe. | City | Styes Arc |
143 | 9 | Tides of Dread | Stephen S. Greer and Gary Holian | The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. | Savage Tide, Isle of Dread | |
146 | 9 | Spawn of Sehan | Tom Ganz, Stefan Happ, Stephen S. Greer, B. Matthew Conklin III, and Ashavan Doyon | Within an ancient necropolis a pool of alien slime grasps the minds and bodies of the people of Exag with wispy tendrils of madness. Those transformed by its power invariably seek the crypt, but what fell power draws them there? | Part two of the Seeds of Sehan campaign arc | |
135 | 10 | Chains of Blackmaw | Nicolas Logue | Framed by the Covenant of the Knife and thrown in the notorious Blackmaw Prison, Karl Manderholm awaits his execution at the hands of the deadly assassins’ guild. In order to save him, the PCs must enter Blackmaw in the guise of lowly prisoners and expose the one man who can clear Karl’s name, the Shadowmaster of the Covenant himself. | ||
147 | 10 | Dread Pagoda of the Inscrutable Ones | Tom Ganz, Stefan Happ, Stephen S. Greer, B. Matthew Conklin III, and Ashavan Doyon | Atop a distant mountain peak, a monstrous entity plots dark deeds | Seeds of Sehan | |
130 | 10 | Palace of Plenty | Tito Leati | The fair Yayosei were the children of an ancient tribe and benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. | Oriental Adventures | |
95 | 10 | Porphyry House Horror | James Jacobs | Only the depraved survive the streets of Scuttlecove for long, but now a dark force has surfaced in the town’s most popular attraction, making even this city crave calmer days. An adventure featuring mature content in support of the new Book of Vile Darkness. | City | Savage tide plugin, Played |
107 | 10 | Test of The Smoking Eye | David Noonan | The Cagewrights continue their manipulations of the city of Cauldron, making the PCs their latest pawns in a gambit that leads all the way to the Abyss. The heroes must complete the test of a deposed demon lord to ensure the safety of Cauldron and all its citizens. | Shackled City | |
136 | 10 | The Coming Storm | Greg A. Vaughan | The denizens of a cursed temple that manifests only during the height of powerful storms are raiding the surrounding lands. What mysterious treasures and hideous dangers wait within the Temple of Celestial Winds? | ||
84 | 10 | The Dying of the Light | Chris Doyle | Sharpen your stakes and shine your mirrors: the hunt begins at dawn. | ||
138 | 10 | The Weavers | Richard Pett | An opportunistic kenku threatens the Styes with a swarm of dangerous spiders, but his plans go horribly awry when the keepers of his stolen spiders come to collect. | Styes Arc | |
129 | 11 | Gathering of Winds | Wolfgang Baur | The PCs return to Diamond Lake to consult with the sage Allustan, only to find the place in shambles after a visit from the black dragon Ilthane. Allustan himself is missing, and tracking him leads to an active gate within the Whispering Cairn. Can the PCs survive the fully-active true tomb of Icosiol, General of the Wind Dukes of Aaqa, and claim a fragment of the Rod of Seven Parts? | Age of Worms | |
92 | 11 | Return of The Blessed Damozel | Frank Brunner | A restless spirit pleads for a troubled soul to mend his ways. | Side Trek | |
118 | 11 | Shadow of The Abyss | Greg A. Vaughan | On the trail of Ilkharis, frost giant cleric of Kostchtchie and pawn of the Malgoth, the PCs venture out of Istivin to a mountain border fort inhabited by giants and a nasty blue dragon. | City Of Shadows arc | |
94 | 11 | Spiral of Manzessine | David Noonan | Few can imagine a prison more terrifying than one run by illithids. Welcome to Manzessine. | Played | |
106 | 11 | The Black Egg | Steven Montano | The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb. | ||
108 | 11 | The Iron Satyr | Scott Stearns | A massive horned statue at the center of the village of Dramshae draws interest from townsfolk and extraplanar interlopers alike. | Village | |
117 | 11 | Touch of The Abyss | Greg A. Vaughan | A decade ago, the drow goddess Lolth captured the city of Istivin in her world-spanning Demonweb. Adventurers eventually won the day, but the affair left a dark stain on the city’s soul that now sputters to terrible life. | City Of Shadows arc | |
144 | 11 | The Lightless Depths | Wesley Schneider and James Lafond Sutter | Ages ago, before the first savage tide struck the Isle of Dread, the ancient Olmans waged war against the aboleth city of Golismorga. When the PCs journey deep under the isle to find the source of the shadow pearls, they discover horrors almost beyond imagining in a haunted underground city perched on sanity’s razored edge. | Savage Tide | |
89 | 12 | Headless | James Jacobs | Hundreds of souls are at stake as heads continue to roll. | ||
112 | 12 | Maure Castle | Robert J. Kuntz & Gary Gygax | Pierce the Unopenable Doors to discover the ruins of Maure Castle, last bastion of a twisted family of warlocks. Will you brave the caverns of the guardian demon Kerzit to ponder the pages of the Tome of the Black Heart? How will your party survive an encounter with the fiend-handed wizard Eli Tomorast? | Maure Castle | |
100 | 12 | Old Embers Never Die | Andy Collins | Flame, the powerful red dragon featured issue #1’s “Into the Fire” and issue #17’s “Out of the Ashes” returns to his lair in the Western Mountains, hungry for blood and treasure. | ||
109 | 12 | Secrets of The Soul Pillars | Jesse Decker | At last, the action returns to the city of Cauldron, where the wicked Cagewrights hatch a deadly plan that could lead to the city’s destruction! | City | Shackled City |
141 | 12 | Swords of Dragonslake | Nicolas Logue | Scandal has struck the theater circuit of the city of Talantier! Ancient betrayal, murderous plots, and a plethora of suspects plague the PCs as they race to unravel the mystery before its bloody conclusion plays out on the stage. | City | |
116 | 12 | The Death of Lashimire | Tim Hitchcock | The infamous psion Lashimire is dead, leaving an undefended fortress ripe for looting. But the PCs soon discover they aren’t the only ones after Lashimire’s fabled treasure when they begin to encounter bands of githyanki in search of a missing crystal sword. | ||
131 | 12 | The Hateful Legacy | Greg A. Vaughn | At the end of the Hateful Wars, Lord Sandor led an army into the foothills of the Barrier Peaks in pursuit of a host of goblins and orcs. He and his army vanished, and now a group of adventurers follows his footsteps to discover what doom fell upon him and his men. | Mountain | Greyhawk |
119 | 12 | Wrath of The Abyss | Greg A. Vaughan | A new conspiracy against shadow-haunted Istivin has been laid bare! The drow have returned to the beleaguered city, and worse, they have captured the only living creature who possibly knows how to destroy the parasitic Abyssal entity that taints its alleys and foundations. What ties do these dark elves have to the notorious Vault of the Drow? And what exactly is the creature that haunts the city above? | City | City Of Shadows arc |
96 | 13 | Beyond the Light of Reason | Caine Chandler | The town of Rutherton has lived in peace for years thanks to the protective flame of the light of reason. When the flame is extinguished, the PCs must race against time to re-light it or the town will be destroyed. | Town | Savage tide plugin |
126 | 13 | Blood of Malar | Eric L. Boyd | Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! | City | Blood Of Malar |
145 | 13 | City of Broken Idols | Tito Leati | The central mesa of the Isle of Dread is taboo to the locals, a place shrouded in mystery and cloaked in rumor. The time has come to confront the evil that dwells atop the island’s savage crown | Savage Tide | |
127 | 13 | Dungeon of the Crypt | Eric L. Boyd | The High Hunt leaves the streets of Waterdeep and heads beneath the City of the Dead where monstrous criminal overlords compete for the favor of their mysterious master. It will take more than skill with a blade to cut through the web of deceit and treachery that surrounds the Vampire Master of Waterdeep. Do you have what it takes to survive the Dungeon of the Crypt? | City | Blood Of Malar |
97 | 13 | Heart of The Iron God | Campbell Pentney | A 185-foot iron giant has appeared out of the ocean to terrorize the coast. Its metal skin hides many secrets, and only the PCs can find a way to halt its path of destruction. | Savage tide plugin | |
92 | 13 | Interlopers of Ruun-Khazai | David Noonan | An ancient githyanki stronghold is ripe for the picking--or is it? | Astral | |
111 | 13 | Lords of Oblivion | Christopher Perkins | The forces of evil take direct action against the heroes of Cauldron. Dangerous secrets are revealed, important NPCs bite the dust, and your heroes will never know who to trust again! | Shackled City | |
143 | 13 | Mask of Diamond Tears | Nicolas Logue | When the PCs are called upon to investigate the theft of a strange artifact called the mask of diamond tears, they face a deadly adversary indeed—themselves! | City | Savage tide plugin |
101 | 13 | Prison of The Firebringer | Richard Baker | A quest in the Silver Marches. A powerful evil force, long ago imprisoned by a cabal of wizards, seeks its vengeance against the Realms. | Forgotten Realms | |
121 | 13 | Secrets of The Arch Wood | Skip Williams | A few years ago, the swords of Archendale went ahead with plans to log a section of the Arch Wood near their borders. Yet only a year later, the logging stopped abruptly—Archendale’s rulers did not reveal the reason, but that reason is about to make itself known. | Forgotten Realms | |
123 | 13 | The Amarantha Agenda | Phillip Larwood | What happens when a sinister conjurer catches a dryad and manages to bind her fey spirit to a carnivorous tree from the Abyss? The caretakers of Heartwood Grove found out the hard way—can the PCs reclaim this sacred elven site from its corrupted mistress before she extends her powers even further? | Savage Tide plugin | |
130 | 13 | The Spire of Long Shadows | Jesse Decker | Centuries ago, a despotic priest-king sacrificed his nation to fuel his ascension to divinity. He left legions of the hungry dead in his wake, along with a ruined city that now hides the truth behind the advent of the coming apocalypse. A man became a god in this worm-eaten city, and the secrets hidden within may hold the keys for his defeat. | Age of Worms | |
120 | 14 | Lost Temple of Demogorgon | Sean K Reynolds | A vengeful death knight has discovered a lost temple to Demogorgon — will the PCs aid him in his dark quest for revenge, or will they fall before the awakened host of the Prince of Demons? | Savage Tide plugin | |
128 | 14 | The Fireplace Level | Eric L. Boyd | The High Hunt draws to a close deep beneath the noble villas of the North Ward, but bearding Waterdeep’s vampire master in his lair threatens to unleash the buried ghosts of a forgotten feud between two of Waterdeep’s merchant houses. | Blood Of Malar | |
138 | 14 | The Mud Sorcerer’s Tomb | Mike Shel | Brave the notorious traps and harrowing monsters of the Mud Sorcerer’s Tomb! | ||
117 | 14 | The Winding Way | Nicholas Logue | The Temple of the Winding Way stands watch over the twisting passes of the northern mountains, but who stands watch over the temple’s terrible secret? An army of undead from a distant age lurks in the darkened catacombs, awaiting their time to march on the civilized kingdoms of man. | ||
118 | 14 | Throne of Iuz | John Simcoe | At the heart of the Vesve Forest lies the warped, twisted region of deadly bogs, acidic gasses, and treacherous terrain known as the Defiled Glades. And from these glades comes King Bog One-eye, a titanic toad gifted with an appetite for destruction and the intelligence to carry it out by none other than Iuz himself. | Greyhawk | |
119 | 14 | Tomb of Aknar Ratella | Jack Flynn | After infiltrating the tomb themselves, a band of adventurers must become its guardians and use its denizens and traps to prevent a monstrous gnoll chieftain from claiming the deadly artifacts hidden within for his own nefarious glory. | ||
99 | 14 | Quadripartite | Peter Aperlo | 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 artifact powerful enough to weaken the minion so it can be defeated. | Greyhawk | |
113 | 15 | Foundation of Flame | Chris Thomasson | 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 Mayor, who will lead what’s left of the city? | City | Shackled City |
87 | 15 | Glacier Season | David Eckelberry | A half-Dragon exile seeks revenge against his draconic father, and you're drawn into the feud! | Arctic | |
125 | 15 | Seekers of The Silver Forge | Tim Hitchcock | Strange things have long plagued fisherman’s nets—but none so strange as rotting fish that twitch and gasp for days after being taken from the water, or a gilled githyanki’s severed head found in a shark’s belly. Do these briny omens lend credence to rumors of a sunken githyanki city caught in a necromantic civil war? | Sea | |
111 | 15 | Strike on The Rabid Dawn | Frank Brunner | A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. | Sea | Savage Tide plugin |
84 | 15 | The Harrowing | Monte Cook | One sacrifice could spell the end of Lolth's superemacy in the Demonweb and the beginning of a whole new order. | ||
131 | 15 | The Prince of Redhand | Richard Pett | Prince Zeech cordially invites you to party with bandits, slavers, pirates, and a mysterious woman who may hold the key to preventing an apocalypse. | City | Age of Worms |
94 | 15 | Worms in The Exchequery | Frank Brunner | A mysterious order of thieves have stolen the Infanta’s jewels, but all those who have faced them have perished. | ||
146 | 15 | Serpents of Scuttlecove | Richard Pett | The Sea Wyvern sets sail for a city whose streets are more savage than the darkest jungle of the Isle of Dread. Scuttlecove awaits! | City | Savage Tide |
142 | 16 | Bright Mountain King | Caine Chandler | A nefarious druid plans to ruin a dwarven nation’s economy, but first he needs a legendary weapon in an ancient dwarven tomb. When the PCs infiltrate the tomb to recover the artifact, are they playing into their enemy’s hands? | ||
124 | 16 | Chambers of Antiquities | Robert J. Kuntz | Deep under the ruins of Maure Castle lie the Chambers of Antiquities, vaults designed by ancient wizards to store magic items even they didn’t quite understand. | Maure Castle | |
97 | 16 | Demonblade | Hank Woon | The legendary demonblade has resurfaced and claimed the prince of Manderaun. Only the intrepid PCs can rid the land of the former inhabitant of the demonblade, as well as its foul minions. | ||
137 | 16 | Man Forever | Jason Nelson-Brown | Lord Chauve-Souris gave up the adventuring life for that of a noble, yet something still haunts him from those early glory days. Rumors that he’s actually a vampire have set the region on edge, and civil unrest now threatens a revolt that could devastate southern Impiltur. | Forgotten Realms | |
132 | 16 | The Library of Last Resort | Nicolas Logue | Tilagos Island does not appear on most maps of the Nyr Dyv, yet the storm-shrouded island hides the greatest repository of knowledge of an ancient cabal of druids who defeated Kyuss 1,500 years ago. The PCs must brave the mysterious island and locate this repository, itself a last resort against the Wormgod’s Return. | Age of Worms | |
91 | 16 | The Rock and the Hard Place | Brian Corvello | Sometimes it’s hard to tell the good guys from the bad. | Side Trek | |
114 | 16 | Thirteen Cages | Chris Thomasson | At last! The heroes finally track down the insidious Cagewrights for a final showdown in their lair deep beneath the volcano of Cauldron. But who secretly leads the Thirteen, and what will his final message mean for the PCs? | Shackled City | |
147 | 17 | Into the Maw | Robert J. Schwalb | In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. | Abyss | Savage Tide |
139 | 17 | Maure Castle: The Greater Halls | Robert J. Kuntz | What deadly menaces and fantastic treasures await within the Greater Halls of Maure Castle? | Maure Castle | |
129 | 17 | The Twisted Run | Wil Upchurch | Faerun’s Northlands have always been a dangerous frontier. The frozen woods and treacherous mountains are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, suffused him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. | Forgotten Realms | |
136 | 18 | Gates of Oblivion | Alec Austin | When an adventuring party fails to stop a shadowy ritual, it’ll take powerful heroes to step in to pick up the pieces and prevent the Gates of Oblivion from consuming the Material Plane. | ||
133 | 18 | Kings of The Rift | Greg A. Vaughan | Dragotha’s phylactery lies hidden somewhere in the ruined city of Kongen-Thulnir, a ruin now inhabited by tribes of giants and in the throes of a draconic siege. Can the PCs discover the secret vault that hides the phylactery before Dragotha’s dragons tear the city apart to reach it? | Age of Worms | |
115 | 18 | Strike on Shatterhorn | Christopher Perkins | The pulse-pounding conclusion to the Shackled City Adventure Path was so awesomely huge we had to split it into two parts. The eleven-adventure storyline enters its penultimate chapter as the heroes track the remaining Cagewrights to the ruined yuan-ti stronghold of Shatterhorn. | Shackled City | |
122 | 18 | The Root of Evil | Mike Mearls | A sickness festers in the heart of a great city—the demon tree Malgarius spreads its diseased roots through paving stones and courtyards. Only the most powerful adventurers have what it takes to enter the demon tree and return alive. | ||
141 | 18 | Vlindarian’s Vault | Johnathan M. Richards | A missing dragon leads the PCs to a treasure vault hidden deep in the Elemental Plane of Fire, a vault operated by an insane beholder and its fanatical cultists. | City | |
148 | 18 | Wells of Darkness | Eric Boyd | 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? | Savage Tide | |
144 | 18 | Diplomacy | Christopher Wissel | Matched against some of the most powerful, cunning, and ruthless races from across the planes in a battle of wits, it’s the PCs’ task to ensure that the wealth of ages does not fall into the wrong hands. But beware, for cunning wordplay is not the only way to win a debate. | Planar | |
100 | 18 | The Lich Queen’s Beloved | Christopher Perkins | The Palace of Whispers in the githyanki capital city on the Astral Plane. There, the characters must brave the githyanki lichqueen’s deadliest tricks and traps to stop her quest for godhood. A D&D adventure for 18th-level characters. Also be sure to check out the Web enhancement! | Planar | |
116 | 19 | Asylum | Christopher Perkins | In the final chapter of the Shackled City Adventure Path, the heroes abandon the Material Plane to seek out a demon lord imprisoned in a bizarre asylum on the Prison Plane of Carceri. There they do battle with surviving Cagewrights, duplicitous demodands, and the mad Adimarchus himself. | Shackled City | |
149 | 19 | Enemies of my Enemy | Wolfgang Baur | The time has come to draw your plans against the Prince of Demons! Travel to Hades, Arborea, and the depths of the Abyss to stop the savage tide. | Savage Tide | |
134 | 19 | Into The Wormcrawl Fissure | James Jacobs | Dragotha’s phylactery has been destroyed or captured, yet the undead dragon still exists. If the PCs are to avert the Age of Worms, they must invade the heartland of Kyuss’ power, the Wormcrawl Fissure, and destroy one of the world’s most powerful dracoliches before the Wormgod awakens. | Age of Worms | |
135 | 20 | Dawn of A New Age | Tito Leati | Alhaster is in flames, choking on the poison mists of the Wormgod's first tentative breaths on the Material Plane. The Age of Worms has begun, and unless the PCs can kill a God, this New Age will be dark indeed. | Age of Worms | |
140 | 20 | Heart of Hellfire Mountain | “Weird” Dave Olson | It’s one thing when fire giants cause problems for civilization, but it’s another when the fire giants themselves have a problem that only adventurers can solve! | ||
150 | 20 | Prince of Demons | Greg Vaughn | The time has come to challenge the Prince of Demons! | Savage Tide | |
92 | 20 | The Razing of Redshore | James Jacobs | Can the city of Redshore be saved from utter destruction? A D&D adventure for four 20th-level PCs. | City | |
93 | 21 | The Storm Lord’s Keep | James Wyatt | The Storm Lord’s daughter has been slain, and no force in the world can keep him from his vengeance--except the PCs. A D&D adventure for 21st-level PCs. | ||
123 | 30 | Quicksilver Hourglass | Anson Caralya | Hidden between the planes of existance and behind time itself for countless eons, the Quicksilver Hourglass has kept its terrible prisoner obscured from reality. Yet now, the leader of a transplanar conspiracy of vampiric masterminds has invaded this ancient prison, intent on unleashing a wretched doom upon all that live and breathe. | Planar |
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