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. A EBERRON adventure for 5th-level characters.
One of Freeport's most popular holidays is Swagfest, which celebrates the success of the infamous Great Raid conducted by the city's earliest Sea Lords. This year, Captain Lydon is sponsoring the festivities. While the PCs participate in various contests, they also have to deal with potentially deadly interruptions. Bibliographic note: "Holiday in the Sun" was originally written for v.3.0; this version can be found for free at at: http://freeronin.com/gr_files/focus05a.pdf The adventure was updated to the v.3.5 rules as part of The Freeport Trilogy: Five Year Anniversary Edition.
Atop a distant mountain peak, a monstrous entity plots dark deeds. The final chapter of the Seeds of Sehan campaign arc.
The town of Falcon's Hollow needs a miracle. The plague has come to the town of Falcon's Hollow, and not even the town's priest can abate its wretched course. With the coughs of the sick and the wails of the dying echoing through town, the local herbalist uncovers a cure, but she needs some brave heroes to retrieve the ingredients. Finding the cure means risking the dangerous Darkmoon Vale, infiltrating a witch's haunted hut, and delving the ruins of an abandoned dwarven monastery.
Temple of the Gleaming Sands is a short adventure for four 5th-level characters that features monsters, spells, and items from the newly released Sandstorm book. You can use this scenario to introduce the new material on deserts and arid wastelands into your campaign, or you can just use it as a site-based adventure in a desert area. The scenario is set in a remote area of the desert that very few humanoid travelers visit. The temple from which the adventure takes its name has lain forgotten for centuries and is now inhabited only by monsters who use it as a base. The area around the temple should be inhospitable enough to discourage humanoid settlement.
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)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw!
A Deadly Curse is Spreading! Morrick Mansion and the surrounding vineyards were deserted years ago when a terrible curse twisted every living thing on the property into a mockery of its prior form. Once whispered about and avoided, fear now grips the land. The curse spreads and someone needs to stop it. Can you find its source and cure it forever, or will the very curse you are investigating touch you with madness? Hatred, Death, and Danger! Morrick Mansion is a town and dungeon adventure designed for 4-6 characters of 3rd to 5th-level. Morrick Mansion challenges adventurers to battle strange, mutant creatures in an effort to solve a mystery and stop an insidious curse. Do your players dare enter the mysterious mansion and can they survive long enough to discover the source of the curse?
Take your first exciting foray into D&D's newest campaign setting with a deadly exploit in 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! "The Queen with Burning Eyes" is an adventure set in the world of Eberron. Designed for six 1st-level PC's, characters who complete the entire adventure could read 3rd level by it's climax. This adventure is intended as a follow-up to "The Forgotten Forge" the 1st-level adventure in the Eberron Campaign Setting. Brand new adventurers can still play this adventure, but they'll need to retreat to rest and recover their strength more often. In any case, you should allow characters to level up during the course of this adventure.
Despite the bitter cold that reigns here nine months of the year, the Timberway Forest has long been a source of prosperity for civilized folk who live nearby. Many trappers and hunters spend the better part of the year within its borders, stockpiling furs and meat to trade in the frontier towns to the south, where they spend their winters. Most feel that the value of these commodities makes braving the Timberway Forest worth the risk. Recently, though, a small group of trappers and hunters has awakened a terrible new menace in the forest. Based in a remote hunter's abode called the Bluerock Lodge, they hunted the animals of the woods more out of a deep-seated desire to be cruel than a need to feed themselves. In particular, they focused their hateful attention on the local Timberway lion population. Timberway lions are rather small (more like leopards), but they are known for being lithe and wary. Still, the trappers had the advantage of intelligence and tools, and before long they had slaughtered the entire pride save for its leader. As the winter worsened and game grew ever more scarce, this last surviving lion began to starve. At that point, the darker forces of nature took notice, and the Timberway Forest gained a predator like no other. Frozen Whispers is a short D&D adventure for four 3rd-level player characters (PCs). The scenario is set mostly in and near a remote hunter’s lodge in a snowy forest. The scenario can be placed in any cold area of your campaign world that features a remote tract of woodland—a copse of trees near the arctic circle, a swath of taiga near the treeline on a high mountainside, or even a normally temperate forest caught in the grip of an unnaturally snowy winter. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.
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? A Savage Tide Adventure Path scenario.
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.
The Characters come across an ancient wizard's tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached - not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?
Prince Thorogrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler.
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. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.
The time has come to challenge the Prince of Demons! An army of demons and eladrins stands ready to mount an assault on his Abyssal realm of Gaping Maw, which should give your players the distraction they need to prevent Demogorgon from activating the savage tide and driving a world insane. A Savage Tide Adventure Path scenario.
In The Lost Vault of Tsathzar Rho, a defenseless village asks the characters to slay an out-of-control ogre. Sounds easy enough. But the ogre, who used to be nothing more than a nuisance, has become crazed and psychotic. When the characters arrive at its cave, they find a subterranean portal has connected the cave to a much larger underground complex. Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.
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.
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. A D&D adventure for 5th-level characters.
In order to rescue a friend, the PCs must sail into the Abyss and infiltrate a prison built by the Prince of Demons. A Savage Tide Adventure Path scenario.
A pair of leprous mountain dwarves plead for the rescue of their compatriots from a deadly ettin-wight