![]() Winter of the Witch - Dungeon 162 - Wizards of the Coast (Dungeon Magazine)In this epic adventure, the Winter Witch -- a legendary archfey -- has launched a campaign to send eternal winter cascading over large portions of the world. After a summons to Winterhaven, the characters find a land locked in ice and an old ally in need of aid. A trek to find an artifact known as the Sun's Sliver ensues, the only force potent enough to defeat the Winter Witch and banish her from the mortal world once more. An adventure for 22nd-level PCs. | |
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Tales of Zobeck - Open Design (Open Design)A city of wonders, and a city of corruption and despair. Zobeck is home to gypsies, kobolds, powerful guilds and seductive devils, a crossroads city where the people of all corners of the compass come to barter, cheat, and deal. | |
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![]() Runner's Toolkit - Catalyst Game Labs (Shadowrun)NEVER GO IN UNARMED! When you go into a tight spot, you go in prepared. One gun might be good, but two is better. And two guns and a grenade launcher is better still. Throw in a spellslinger to watch your back, and you're on to something. Runner's Toolkit is the well-stocked arsenal all runners should have, the ultimate accessory to the Shadowrun, Twentieth Anniversary core rulebook. | |
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![]() Sand King's Daughter - Dungeon 160 - Wizards of the Coast (Dungeon Magazine)The brown dragon Urum-Shar lurks in a strange tomb, plotting schemes only a wyrm of incredible power could understand. Expanding on content from Draconomicon, this adventure takes the heroes into Urum-Shar's dark and trap-filled lair, where they will eventually face the powerful dragon herself. An adventure for 25th-level PCs | |
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![]() Dawn of the Artifacts 1: Dusk - 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... On the surface, the job seems simple: escort and assist Ms. Johnson as she follows the trail of a man across the globe. The target? An agent of the Atlantean Foundation tracking a priceless stolen artifact. And the trail? It leads to Lagos, the most dangerous sprawl on earth, where simply surviving the day can be a run in its own right. Add in the biggest black market auction of the century, a powerful African king, and a plethora of the biggest players in the artifacts trade, from the Atlantean Foundation to Aztechnology... well, welcome to the underside of the artifact business. If you survive, there’s more work a-coming… and maybe even some answers to your questions. | |
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![]() Wild Cards: All In - Green Ronin (Mutants & Masterminds)Kick off your new Wild Cards campaign with this exciting collection of Mutants & Masterminds adventures. All-In presents four ready-to-play scenarios set in the fantastic world of Wild Cards. Meet up with some of the most famous (and infamous) characters of the novels, like Dr. Tachyon, Modular Man, and the Great and Powerful Turtle, and give your aces and jokers the chance to join their ranks by making names for themselves. Don't wait! Take the hand you're dealt and go... All-In! | |
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![]() Cults of Freeport - Green Ronin (Freeport)From the moment of Freeport's inception, the subversive cults of terrible and fearsome gods have plotted and connived to find a way to bend the city toward their own sinister goals. From the dreaded Brotherhood of the Yellow Sign to the alien priests of the snake-god Yig, it seems Freeport is infested with these strange and unsettling groups. Whether allied to some dreaded demon prince or serving a bloody ghost who demands his children kill for the love of killing, the cults of Freeport are a constant and dangerous threat, forces of such evil they nearly defy description. Most Freeporters may wonder what villainy is afoot, but many have learned to not look too closely, for sometimes it's better not to know what malfeasance brews in their neighbor's home ... or beneath their very feet. | |
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![]() Blood of the Gorgon - Open Design (Open Design)Men always seek the blood of monsters. Some spill it to avenge their massacred families. Others swim through an ocean of gore to find treasures worth the envy of kings. A few know blood can be a priceless treasure in and of itself. Alchemy has long used the lifeblood of monstrosities as arcane fuel, and of all the legendary beasts, the blood of the gorgon holds the most secrets. Few know the blood's darkest lore – its ability to draw out the monster within every soul. Those who drink gorgon's blood are forever changed, and the darkest horrors of their mind unleashed. The heroes hunt a deadly murderer who stalks the streets of the Free City of Zobeck after nightfall, and cross blades with a guild of monsters who rule the city from below. Lucky heroes might risk no more than their lives. Unlucky heroes must wager their souls in a game where monsters and men dance close enough to share their blood… and their fate. | |
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![]() Wild Cards Campaign Setting - Green Ronin (Mutants & Masterminds)In 1946 an alien virus released over Manhattan changed the world forever. Ninety percent of the people exposed to the wild card virus died, and some say they were the lucky ones. Of the survivors, nine out of ten were mutated into "jokers," hideous freaks. Only a rare one percent became "aces," people gifted with superhuman powers. | |
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![]() Heathen - Dungeon 155 - Wizards of the Coast (Dungeon Magazine)The paladin Jaryd set out several years back to find and ultimately destroy the Hand of Naarash, and was never heard from again. Now the PCs must retrace Jaryn's steps across the harsh wilderness and determine what has become of the noble warrior. An adventure for 4th-level PCs. | |
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