![]() Hammerfast - Wizards of the Coast (Hammerfast)Hammerfast presents a fully detailed, ready-to-use dwarven town, complete with secret locations, maps, adventure hooks, monster and NPC statistics, ready-to-play encounters, and a full-color, double-sided battle map. The book is perfect for Dungeon Masters looking for an intrigue-laden adventure location that fits instantly and easily into their existing D&D campaigns. The dwarven outpost of Hammerfast is described in the Dungeon Master’s Guide® core rulebook and gets mentioned often in D&D published adventures. However, this is the first time the town has been fully detailed. In addition to an adventure location, Hammerfast can serve as the base of operations for characters exploring Nentir Vale. | |
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![]() Explore Fairhaven - Dungeon 170 - Wizards of the Coast (Dungeon Magazine)The capital of Aundair in Eberron is explored in detail in this first in a three-part series on Fairhaven. | |
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![]() Super-villain Lairs - Green Ronin (Mutants & Masterminds)While some super-criminals make do with a flophouse, cheap motel, or abandoned squat in the heart of the city, having a true lair is a sign you have truly arrived in the world of supervillainy. Master-criminals often have complexes to rival powerful nations, hidden away in mysterious and inaccessible parts of the world, or else hidden in plain sight, right under the heroes' noses, perhaps even out in the open, protected by diplomatic immunity or a facade of innocence. The Villainous Lairs series for the Mutants & Masterminds superhero roleplaying game looks at different types of lairs used by the colorful and creative foes of the forces of good. Each release provides a complete criminal hideout, with game information, a map, and adventure ideas—everything you need for an exciting set piece in your own M&M game! | |
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![]() Dawn of the Artifacts 3: Darkest Hour - Catalyst Game Labs (Shadowrun)Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn… Eighteen months ago, the Phaistos Disk was stolen from the Herakleion Museum in Athens. Now, Mr. Johnson needs you to find it and bring it back. The hunt will take the runners through the shadows of Europe, and lead to interactions with smugglers, art dealers, and archaeologists. If they survive Interpol, Aztechnology, and an eccentrically violent shadowrunner team, they may just learn who is behind the hunt and why. | |
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![]() Hall of the Snake God - Dungeon 169 - Wizards of the Coast (Dungeon Magazine)Legends of the Serpent Wood speak of an ancient group of primitive humans who dedicated themselves to the dark god Zehir. Several of the temples they raised still stand in the wild lands, and one such place has become home to new dangers. This Side Trek makes for an excellent respite between adventures or can be used as a springboard for a larger adventure series against the forces of Zehir. A Side Trek for 11th-level PCs. | |
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![]() Betrayal at Monadhan - Dungeon 170 - Wizards of the Coast (Dungeon Magazine)The Scales of War Adventure Path continues into the epic tier when the characters are visited by an enigmatic new ally who sends them on a quest to the Shadowfell to hunt down a lich working for Tiamat. But their journey first takes them to Monadhan, a Domain of Dread ruled by a powerful undead dragon dark lord. The characters must locate the entrance to the lich's lair and defeat the dark lord while dealing with a figure straight from the pages of legend who is both ally and enemy. A Scales of War adventure for 21st-level PCs. | |
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![]() Ecology of the Rust Monster - Dragon 374 - Wizards of the Coast (Dragon Magazine)Sages the world over have many theories regarding the origins of the rust monster; however, none of them can say with any genuine certainty where the creatures came from or what the sources of their strange and destructive powers are. Doomsday cultists claim the creatures are harbingers of the end of civilization, while more exotic theories exist -- such as the one stating that the creatures were a mad wizard's invention to ward himself against the impending attack of the chain devils known as kyton. Each belief about the genesis of the rust monster is as wild and speculative as the next -- and you won't find a better source than this article! | |
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![]() City of Airspur - Dragon 377 - Wizards of the Coast (Dragon Magazine)Airspur, city of genasi, is one of the Forgotten Realms' newest cities. | |
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![]() Heart of the Forbiddon Forge - Dungeon 176 - Wizards of the Coast (Dungeon Magazine)Many Cannith creation forges were lost on the Day of Mourning, but a rogue artificer has uncovered one of those that pursued some of the most experimental and dangerous research during the Last War. While seeking the forbidden knowledge in the forge, this explorer awakened a dark power that was more than she could handle, and it now threatens the region. An adventure for 7th-level PCs set in the Eberron campaign setting. | |
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![]() Tales of Mythic Europe - Atlas Games (Tales of Mythic Europe)Mythic Europe is a place of heroism and cowardice, honor and betrayal, wonder and horror. Introduce this full range of possibility into your saga's stories with Tales of Mythic Europe, a collection of short adventures for Ars Magica Fifth Edition. From a ship plagued by a faerie, to a noblewoman plagued by her neighbors. From a village facing a feud, to a town facing unnatural murders. From the godly machinations of churchmen, to the diabolic machinations of demons. Combat, politics, magic, and mystery fill the stories in Tales of Mythic Europe, to help you reach the furthest limits of Mythic Europe in your own game. | |
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