The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn't posed much of a threat or even taken much notice of political events around her.
Last week, a king's prophet had a vision of golems made of ice that wouldn't melt smashing through the royal... [click here for more]
When the dreaded black rain falls, all those who revere deities or rely on them for power and protection cringe in fear. The black rain forms a wall between the mortal and the divine and thus, when it falls, clerics lose all ability to cast spells and work miracles. Only the foulest of villains would use this opportunity to strike against the near-helpless clerics of an otherwise powerful temple.
When... [click here for more]
Earthquakes, tidal waves, and volcanic eruptions have suddenly wracked Porthaven, a city normally known for its mild weather and calm seas. The root of the problem is an arcane machine built to protect the city 300 years ago by extraplanar creatures called modrons.
Now the machine has run out of fuel, and it's up to the PCs to obtain more by visiting each of the four elemental planes. Can they get... [click here for more]
The chill November wind has started to blow and, for many folks out there, that means hunting season has arrived.
So, in the "spirit" of the season, Owen K.C. Stephens gives us Haunting Lodge, a miniadventure suitable for four 17th-level characters.
This site-based adventure centers around an exclusive getaway for high-powered sportsmen seeking some rather unusual game. Fair warning, though: This... [click here for more]
A new mini-module by Skip and Penny Williams challenges PCs with a haunting adventure.
What is the wild hunt?
Will the PCs survive their visit to Friezford?
Drop this adventure into your campaign in any wilderness setting that contains a former trading route.
Suitable for four 14th-level characters.
Adventure Preview
Introduction
What haunts the woods surrounding the ghost town... [click here for more]
The idyllic mountain village of Sarwin has long been one of the most relaxing and secluded locations in the nation. Situated on the edge of civilization in the shadow of remote forested mountains, this tiny town is an ideal place to retire after a long life of adventuring. Watched over by the benevolent Sarwin family in their nearby castle, it is a place strangely untouched by the barbaric orc tribes... [click here for more]