A quest for a magical spear known as Bloodsliver leads the party to a dangerous dungeon.
East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, Seer calls upon you to beat him there and put a stop to his efforts! Sequel to Durlag's Tower.
This is a short adventure that can be played in a session or two. It features a lot of investigation and mystery combined with occasional combat. It is set in the high society of nobles with all the power struggles and machinations of politics. The plot revolves around a vampire working in secret. The adventure starts when the party shipwrecks of the coast of Karameikos. The party is then invited to stay at the nearby Vandevicsny Manor. The local lord, Gustav Vandevic, is hosting a party the following day to celebrate that his niece has become betrothed to the son of a neighbouring noble, and the adventuring party is invited to attend the festivities. The following day starts off with tournaments of archery, swordplay and horsemanship as most of the guest arrives. During this tournament the party might offend a neighbouring noble who then challenges the offending character to a duel. The duel ends without fatalities. Later on a tea party is hosted by the lady of the manor. In the evening a feast is held. During this time it becomes clear that all is not as it seems. The nobles are harbouring hatred towards one another, and the Vandevicsny famlily line seems to be cursed. The day ends with a masquerade. Soon after the masquerade has started, the noble who fought in the duel is found dead. Not long after, another noble is attempted assassinated. After a while it becomes clear that a vampire is on the loose and the hunt starts. But who is hunting who? The adventure ends with a showdown in a secret crypt, centuries older than the manor. Please note that the original boxed set contains an audio CD, and that the version available through DM's guild contains no audio supplement. Though the adventure can be played without the audio supplement, I highly recommend acquiring the original boxed set, with the CD, as the soundtrack on the CD is an important part of the adventure. Even though the adventure is set in the Mystara campaign setting it can easily be adopted to other settings like Forgotten Realms.
a jewel rose has been stole and its up to the PCs to recover it in this arabain themed adventure.
Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp.
The city has been plagued by mysterious nighttime assassinations that leave behind no clues about who might have perpetrated them. Divinations from temple of Ioun adherents suggest the guilty parties can be found under a nearby curio shop. The PCs set off. Beneath the shop waits the Poisoned Shadows Assassins Guild, as well as a greater danger than the party expected.
Rogues in Remballo is a city adventure set in Frog God Games' Lost Lands campaign world. As an introduction to adventuring in the Borderland Provinces, the City of Remballo immediately gets first-level characters embroiled in strange plots, sinister intrigue, and fierce battles. Is the thieves’ guild of Manas encroaching on the territory of the Remballo guild? What is hidden in the sanctuary-courtyard known as the Four Corners? How is the powerful banking house of Borgandy involved with all of it? What starts as a straightforward mission actually involves a host of complications — some of which can be deadly if the characters don’t play their cards right.
A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.