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By Lawrence Schick. Welcome to Dungeons of Dread™, the archival collection of ad- venture modules S1 through S4. All four of these scenarios are du-. Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons S4: The Lost Caverns of Tsojcanth Illos ( Mbs PDF). User summary: PDF edition contains pp. book plus front and rear covers, for total of pp.

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S Dungeons of Dread (1e) - Dungeons of Dread is a collection of four classic, Watermarked PDF + Softcover Color Book (Standard). Endless Quest 01 - Dungeon of - Download as PDF File .pdf), Text File .txt) or read online. 1. Welcome to a journey into the world of fantasy. This adventure into the Dungeon of Dread is a DUNGEONS & DRAGONS® adventure. You will find a complete.

Matthew Ray's depiction of the drow magic-user, Inmaric, and his flesh golem. The Dungeons of the Dread Wyrm module consists of thirty-two pages of high adventure, exploration, and mystery with a minimal plot that allows it to fit easily into any campaign world. The genesis of this adventure was the desire to create a dragon adversary that would be challenging and memorable for my gaming group. The dragon featured in this module, and the deathtrap dungeon it created, will test the skills of even the toughest high-level characters to their maximum. The dungeons of the wyrm consist of a maze filled with terrible guardians, wards, and traps designed to thwart bands of adventurers from plundering its immense hoard of treasure. Two separate groups competed over two days to win bragging rights as the best players. It was a lot of fun for all involved, although many of the players were at times convinced that their group was doomed.

You move forward. Your blade strikes and slides off a hard. You cannot tell how many ants are in the corridor. You are bitten again. A sword does not seem effec- tive against giant ants. It strikes the far wall with a clatter. Grasping your sword with both hands.

At last. Nasty bugs! I wish I was a giant. He has no way of protecting himself from the insects' vicious bites. Pulling the ants off him. Laurus is screaming. You find the fallen halfling in a pile of ants. A mace and a sword hang on its belt. It's a bugbear! The bugbear carries a torch and a long stick it evidently uses to herd the ants. A dark corridor opens to your left. If I've lost them and they carry the gold back to their colony. You hear heavy footsteps. Let's see what's coming.

It looks like a seven-foot goblin. Blast those ants. If you decide to fight the bugbear. If you decide to flee down the side hall and not fight the bugbear. Maybe I should just leave. Wouldn't you be better off without me? You could move much faster without me. Throwing him over your shoulder. I don't like all these creatures and bugs and I'm not much help.

After escaping the ants. I'm fine. They aren't following us. As long as you need me. I thought you were a companion I could count on.

I've never been anybody's partner before. I'll stay. I'm not going anywhere except where we both decide to go. But I don't like bugs! I'll still be scared.

I promise I'll never ask you to like a bug. If it is not your choice to accompany me. You're so big. Let's be on our way. I won't stop you. I guess I can. We're partners now. But nobody has needed or wanted me before.

Think how I felt down here almost looking eyeball to eyeball with them. I'll be disappointed. It was scary! It's like staring at a giant! You can see that. Was I wrong? Have you run from danger so often that you can't do anything else? I won't force you to do anything.

As you near the lighted room you hear drip. Dim light filters down this corridor. Many bones. You feel your way along in the darkness until at last you see a light glimmering in the dis- tance. You have never seen a giant toad before. This toad wears the tattered remains of a beautiful purple cloak draped over its back. Your fingers encounter the opening of another corridor.

Moving carefully ahead to the opening of the room. Although you would like to know more about this dimly lit corridor. What you see is so amazing you wonder if you have lost your senses! In the torchlight. You move slowly. It is large enough to swallow a man in a single gulp. If you decide that a giant toad wearing a cloak is still a giant toad and too dangerous to attack.

If you wish to enter the room and fight the toad. Soon you see lit torches set in brackets on the walls every thirty feet. It is injecting the ore with a paralyzing poison. As you watch the wasp move the ore. You round a corner and see a giant wasp standing over an ore. The wasp wears a blue jacket with gold buttons and a red leather vest. This corridor runs straight and smooth. You decide not to attack the fire bee- tle. He hides behind you.

Once finished. If you decide your fear of insects in- cludes giant wasps. If you decide to enter the room and attack the wasp. He opens his eyes and looks at you. He wears a bright blue cloak. We must keep our wits about us. Something terrifying happens. I am free at last. The torch lands on the wasp's jacket. You watch the wasp slowly collapse. Nothing's what it seems to be! Insects that are men! Men that are insects! You seize one of the torches.

You kneel on the ground holding nothing. The young man stirs briefly and you rush to his side. What did he mean? Laurus grabs you tightly and cries. When the cloud thins. A white cloud rises from the ugly blackened hulk and hides the dead wasp. He speaks in a gasping whisper. After you pull the orc's body from the hole in the wall.. You move to investigate the wasp's nest. You crawl through the hole and walk down the corridor.

Turn to page Bugs are bad enough. The oil explodes into flames. Fingers fumbling in haste. You have not traveled far before the ground trembles be- neath your feet.

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You quickly open the flask of oil and spread it on the ground. Laurus falls to the ground. If they run away. The bugbear sees Laurus and rushes after him. You hear a tremendous bellow. The entire corridor shudders from the terrible noise. You both stand silent in surprise. The bugbear runs onto the oil and slips. You cer- tainly do not want to fall into his hands if you can avoid it.

If you decide a distracted minotaur is still too dangerous to attack. The minotaur is tearing the bugbear to pieces and stomping on it angrily. If you decide to attack the minotaur. You see a huge. You are certain the great beast would have no trouble defeating you in normal battle. I'm disappointed in you. You brace your shield for the attack. The minotaur rips your shield from your grasp and hits you with its mighty fist. Laurus stands transfixed.

You have no sooner stepped into the pas- sageway when the minotaur spies you. Everything goes black. You swing your sword with determination. Your sword strikes one of the huge beast's horns and breaks. Then slowly. The sounds of the minotaur are soon lost in the distance. Now you know why it is angry! When the bug- bear rushed into the beast's lair. Within a second. It bel- lows with rage and pain. It's too late to flee. One whole flank is scorched and burned. Maybe my friend Caric was right!

I shall go home and tell my tale and if my wife and the others don't believe it. That's more than anyone else can brag about! Maybe I'm not so little. Lauras finds his way back to the opening in the rock and.

I've been to the wizard's lair twice now and I'm still alive. I will return to my village and tell his story so that his memory will live. As for myself. Everything we find comes to me to be divided. Take this! If you do not wish to attack the goblins. Maces and short swords h a n g from their belts.

You see two goblins coming toward you. They are four feet tall. I'm in charge of this job. One of them carries a torch. If you wish to attack the goblins. The two goblins must be miners. One of them argues over the ownership of a stone the other holds.

We'll talk about it later! When I give the signal. He takes some more cloth from your pouch. It falls to the ground. It rolls out from under you and swings its sword into your shoulder.

As the goblins pass by. You take the goblin by surprise. Just do as I say. The goblin crumples onto the ground. Before Skrag can draw its sword. You take some cloth from your pouch and begin to bind the wound.

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I've never seen anything so pretty! Handing it back. Lauras stumbles and falls to the ground. The passage on your left opens into a small room. Soon the corridor divides. The passage on the right is dimly lit and silent. He sits on the ground. The two of you cover all signs of struggle in the area and continue down the corridor. You reach for your sword. He grabs a rock and starts to throw it against a wall. The pups also disappear. From the light of the torches in the corridor. Suddenly the adult dog disap- pears and then reappears a full three feet away from where it first stood.

It's an emerald as large as a pigeon's egg. They are yap- ping. Show them who's the master. If you wish to attack them. Chase the mutts away! If you decide to try to make friends with them. They like to chase me because I'm so little. They're smart and hard to hit if you have to fight them. You collapse onto the ground. Both goblins forget their anger with each other when they spot you and the halfling.

The evil creature falls to floor. Skrag trips over you. Laurus digs inside your pouch and finds some bandages. Realizing you must win this battle quick- ly. You swing your sword and slash Skrag across its chest. With shrieks of fury. A sharp burning pain lances through your side.

By tomorrow morning. It may be a small beetle. While Laurus jumps up and down in front of it. Laurus leaps in front of the beetle and dances about. As you step into the corridor. You hesitate.

Dungeons & Dragons (D&D classic) Modules [X series] - Wayne's Books RPG Reference

You take advantage of the distraction. You can see by the red light its glowing glands shed. Catch me if you can. I thought you were afraid of insects. Its pincers click sharply as it drops the shining object to the floor.

You stare at the dead insect for a moment. I can't let you fight every battle while I hide in corners! I'm part of this adventure and must do my share! What is this? The beetle is disappearing into a cloud of smoke. As you hold the glowing circle in your hands. Soon you see nothing but a cloud of wispy.

As you examine the gem. The warm red glow from it's luminous glands lights the corridor. You pick it up and see it is an enormous ruby! You stare at it in awe. You can light a whole room with one and they aren't hot. You look down.

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But you can't run every time you do not understand something. We must go on! There will be no end to his evil. He will grow so powerful that soon no one can stop him.

There is no choice. Be brave a little longer. We'll turn into bugs if we stay! Look at-what he's done! These poor people haven't done anything worse t h a n walk through the woods. They get robbed. If we think only of ourselves and leave without trying to stop this wizard. Can we leave. Real live people are trapped inside those awful creatures! Every time we kill one we kill a person who never harmed us. Your caution is rewarded. The spider is larger than you.

The sticky web gleams in the red glow. The passage grows musty and the air seems heavy. You feel danger in the air and move even more slowly. You tremble. It's sharp wicked fangs look as though they could inflict a deadly poison- ous bite.

I see the creepy. A passage opens on your left. If you had walked forward without the beetle's glow to aid you. The giant spider that built the web surely lurks nearby. Directly ahead of you. If you decide it is too dangerous to face the spider. If you decide to attack the spider before it attacks you. You advance slowly. Bunching up its massive legs.

A second later. When you are with- in four feet. The frog is interested in more tasty prey—you! The toad stares at you with big. Your shield is wrenched from your arm with incredible force.

The shield disappears down the frog's throat. Fanning away the cloud. I think so. You cannot breathe! You may have killed it. Then you realize that a small weight still pins you to the floor. As you move the man.

Relief floods your body when you can at last force your lungs to draw air. Its rough.. As you breathe in. Frightening thoughts whirl through your mind. Only death can set them free. When you fan the smoke away. This is what happens to those who fall into Kalman's grasp. What magic is at work here? Kalman must be a powerful wizard. I told you Kalman had monsters beyond belief.

He changes them into monsters and sets them to guard his dun- geon against intruders. I've been a coward too long. Laurus follows. You can be as big as a lion outside.. Let's You sit in silence for several minutes. Standing three feet tall isn't easy. I'm still afraid.

Thank you for your words. I do not see how I can fail with such a brave companion by my side. Most things are bigger than me.

To be a lion. I may be bigger and supposedly braver. If you decide to go to the left. The corridor branches. When Laurus listens carefully. He hears nothing from the corridor on the left. If you decide to go to the right. The baboon drops the cup and stares at the ground for a long moment. Laurus sneaks in behind you. You real- ize it is trying to talk to you.

It lurches about. Heaving a great sigh. The baboon sees you and whimpers into its wine. Then without warning. Realizing you could be killed by this strange beast. Tears pour down its cheeks as the baboon realizes you do not understand. It drinks the contents of the cup in one large gulp and stares at you sadly. I can't make out what it's saying. You quickly leave the room and hurry down the corridor on the other side of the room.

My good wife always said I was ugly as an ape when I was in my cups. Even though you do not fight hard and merely try to protect yourself. There is no trace of the baboon or the man. You pass a corridor on your left. You wave it away with your sword and find a plump merchant with a large red nose lying on the ground. It mumbles strange sounds. A white cloud appears over the baboon's body. The baboon is gone!

The merchant whispers. As you peer into it. I guess she was right. You stare down at the unfortunate beast. The creature puts its hairy arm around your neck and pulls your head close to its mouth. While you and Laurus are trying to decide which way to go.

If you choose to run down the corridor. It sees you. It runs straight for over a hundred paces. All of the tall creature is intent on tearing you and Laurus limb from limb. One path goes to the right. If you choose to fight the hobgoblin. Its yellow eyes shift from side to side. Bones and rusty armor litter the corridor. It must be nine feet tall and has a lumpy green hide. You round a bend in the passage and see that a room lies directly ahead of you.

Dim light filters back to you and the air is stag- n a n t and foul smelling. After a whispered conference. You are fear- ful. A troll sits on the dirty floor. Greenish black hair falls over its black. It gnaws the remains of some large creature's bones. As you watch. The troll is unbelievably ugly. As it sucks the marrow. An evil laugh echoes down the passageway.

Maybe we can defeat it. If you decide to creep quietly back to the corridor you passed earlier. We could kill it if we had to. If you decide to fight the troll. As the troll squeezes the life out of you. The halfling gasps in fright and grief.. The head watches from the floor and laughs. Then Kalman had better beware of Laurus the Brave! You strike the troll with your sword time after time. But suddenly the hideous arms reach up.

I will find someone to teach me how to fight. You think you have won. Even as you speak. We did it! All eight legs reach upwards. You hand the glowing globe to Lauras and whisper a few words to him. It soon dies. The passage on your right looks like the timbers supporting it are old and unsafe.

Ahead of you the corridor divides into two new passages. The spider crashes down. It draws closer. Did you see? Lauras throws the beetle's light-gland at the foul beast. It's furry legs twitch. Your heart racing with fear. Before the spider can regain its balance. The half- ling does not answer. I'll go either way! Watch out monsters. If you decide to go left.

If you decide to go right. The room is approximately twenty feet square and dimly lit. The ceiling and walls are rough.

A stone well. A feeling of menace hangs heavy in the air. The floor is smooth. The well is covered with mysterious carvings of ugly faces. The corridor ends in a room.

Endless Quest 01 - Dungeon of Dread.pdf

But what you see seems harmless enough. When the dust settles. We can only go for- ward. He thought it was funny. I didn't think it was so funny. You stare at the halfling in shock.

Kalman picked me up by my feet and dangled me over the pool. Everything in you says "leave now! Get away! You can't go back the way you came. There are two doorways. Colored gems decorate each corner. The tip of the key is fashioned like a cross with diamonds on each end. But if a monster does lurk in there. The key must be valuable. Bones lie scattered on the floor.

You could reach in and see what happens. Both are dark. Perhaps the water is not harmless. You see a bright gold key on the bottom of the pool. Looking about the room. If the key is important. Picking the bone up. It surges at you with its mouth open. IVe heard them mentioned in old tales. It's a water weird. You jump back quickly. But no!

You wouldn't believe me! It can't leave the pool. The water erupts from the pool. I told you. Once you are out of its striking range. A watery cobra-like head rises out of the pool. You notice a cool breeze blowing from this doorway. If you decide to stay and try to get the mysterious key.

If you decide to leave. Weapons rarely hurt the monster. Or you may leave by the doorway on the right. If you choose this way. You know they will attack any living thing. It drags any creature it strikes into the pool to drown it. If you choose this route.

If you decide you do not wish to fight this dreadful monster. I guess this is about as close to t h a t bridge as I want to get. You sneak into the cave.

You step back to examine it. You go on along without me! The tracks curve around a large boulder and into a cave. Surely our luck will stretch a little further. Let's follow the dragon tracks.

I'm brave now. I was won- dering what to have for dinner! You do it! When you find something. Without looking back. The dragon stares at you leisurely. It grabs you in its mouth. You raise your sword. I'll go back to the village. You pound at the dragon's nose.

It looks like dinner-time! The halfling. I'm not afraid of you. I'm an easier target. You casually lean against the wall and call out. The elves will get you if you stand there much longer. I'm well armed. Its rage is easy to see.

Thinking fast. It moves a few paces toward you. You gesture for Laums to stay out of sight. Its lips draw back in a snarl to show yellow fangs. It will discover the trick soon. You and Laurus run down this corridor.

Other treasures and bits of armor lie scattered about the ogre's lair. Water trick- les into it. A ragged mop of stiff black hair hangs from its head. You continue down the corri- dor and at last it reaches level ground and opens into a cavern.

There is a large pit in the center of the room between you and the ogre. One pile of treasure lies quite close to you. The ogre does not notice you because it is carefully counting several large piles of glittering gem stones. It is becoming cold and damp. Many furs h a n g on its ugly body. Both tunnels look frightening. An enormous ogre is crouched at the far side of the large cavern. A stone club hangs from its leather belt. The ogre is nine feet tall and has a brown hide covered with warts.

A dark passage opens to your left. Its face is the stuff nightmares are made of. If you decide to retreat before the ogre sees you. If you choose to attack the ogre. Do you think we stand a chance of winning if we attack it? Another beam lies across the top of the first. An eleven foot tall hill giant squats on a boulder. It is pounding the rock to pieces and often stops to pick small gleam- ing objects out of the gravel. You would like to follow this corridor and avoid the booming noise.

As you advance. Near the entrance. You peer around the beam and into the room. Moving slowly and cautiously. If you wish to retreat and try the sandy passageway. If you wish to try ambush the hill giant. But you might be able to ambush it. Fighting it would be foolish. They h a n g from the ceiling like giant ici- cles. How good it will be to drink fresh water!

After carefully checking to make certain the cavern is free of monsters. The two'of you creep away down the corri- dor. You spring to your feet and hur- riedly examine them. Dragons are the most fearsome of all monsters. As you lie on your side resting. What's the matter? A clear stream wanders through the center of the room.

Though you pretend it is all for the halfling's sake. After an hour. Flinging your- self down on the sand. If you choose to follow the dragon tracks in hopes of stealing the dragon's treasure. The only other exit from the cavern is a low tunnel where the water runs from the room.

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If you choose to follow the stream. I 76 The tracks cross the stream and lead into a low. Peering over the edge. This key is of great value. You are shaken. It might be possible to distract the creature. At the conclusion, the lovely succubus paladin Eludecia took the crown. With the conclusion of our Creature Competition: Dragons event, we felt it was finally time to offer the online adventure Eludecia has long been promised.

While her Fight Club stats have been released, the following adventure now introduces Eludecia to your players that is, should they succeed in its goals The Ministry of Winds LVL 6 by Monte Cook Deep in the heart of the city lies that strange edifice.

Everyone knows about it or, that is to say, everyone knows it is there. No one ever really seems to have much more information about the granite structure, except that it has no windows or doors, and it is surrounded by swirling wind. Most people call it the Obelisk of the Winds.

Tales are told of its secrets, but none of them seems to hold the truth. None of the villagers can guess their fate, and all fear that horrible peril may now be visited upon Lerick. But will they make it back alive from the Test of the Demonweb? Jindra The residents of Haskenport are worried — someone is living at the old manor house. Are they just looking for a temporary shelter before moving on?

Or do they plan to bring a whole tribe to live there when the place is secured? Or do they work for an even worse creature that no one has seen yet?

Into the Frozen Waste LVL 7 by Eric Cagle A druid in a small frontier town at the edge of the tundra is gathering stalwart companions for a trading venture across the ice. Only the bravest need apply, he says, for survival in this harsh environment is not easy. But is there more to his venture than he lets on?

Who is his mysterious sorcerer client? Stephens The town of Night Falls is in the business of death, and a profitable business it is, too. The nearby Tomb Steppe, a protected graveyard built by a local hero of old, can keep the most restless dead at rest — or can it? An ancient evil is about to be unleashed upon Night Falls. Can the PCs win their way to the tomb in time? Who, or what, uncovered this forgotten crypt? What lurks inside? On moonlit nights, they say, one can see her diamond-bright eyes gazing upon the spot where her treasure lies.

What mysterious presence haunts the ruins of the old abbey in the fens? Environmental Impact LVL 8 by Ramon Arjona A mad druid named Drylle holds a grudge against the forest village of Sumpter, which he views as an unlawful encroachment of civilization upon wild lands. In an effort to drive the villagers away, he has brought unseasonably hot and rainy weather to the area.

As a result, the nearby river and lake have flooded several times, and crops in the village gardens and orchards have rotted from excessive moisture. Rising temperatures, high humidity, and disease brought by insects attracted to the standing water have already caused the deaths of several villagers, and more may follow any day. Still, the villagers have held on, demonstrating the characteristic stubbornness of pioneers.

Some he has brought through coercion; others have joined him willingly, lured by the promise of rich feeding grounds. Once starvation and disease have weakened them enough to prevent effective resistance, he will send in his troops to finish them off. Only the PCs can save the village now. This small but extremely efficient band specializes in vengeance.

And woe to those who find them looking in their direction. The Council of Wrath is an organization of mercenaries that fulfils a need: revenge. Mainly made up of assassins, the Council will do whatever it is hired to do to get revenge for a wronged party. This includes blackmail, public humiliation, destruction of property, and other illegal activities. Reynolds Fang, Beak, and Claw involves an evil druid of Malar, his cronies, and a tamed owlbear. One such spy has gained vital information that could prevent a war and stabilize the entire coastal region, but his ship was lost at sea before he could deliver his message.

Was it an accident, or could some evil force have an interest in preventing his information from reaching its destination? Cave of Spiders LVL 9 by Skip Williams Bandits have been preying on the caravan trade of late, and the number of burglaries and kidnappings is on the rise. Can the PCs penetrate the bandit lair and slay the leader before any more locals vanish? What secrets does this odd structure conceal? Are its inhabitants harmless eccentrics or deadly foes? Stephens Bhishana Bhaga is an old rakshasa searching for a comfortable place to retire.

No fool, she knows she must find a place secluded from the eyes of civilization to have any hope of escaping constant battle with the forces of good. She also wants a place that allows her to live in the rich manner she has become accustomed to, able to support one or more guardians and near some form of settlement to provide her with amusements.

Bhishana Bhaga has finally found a locale she likes — a small gnomish mine deep in a mountain range. Making a pact with a metal-hungry delver named CrushStone to guard her new home, the rakshasa has driven out most of the gnomes and begun to make preparations for her occupancy. Taking the form of an elf maiden, she ordered rich furnishings and decorations to make the mine an underground palace. If she is to be rooted out of these mountains and the mine returned to the gnomes, the best time to do it is now.

Bad Moon Waning LVL 10 by Stan When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? A successful Knowledge local check DC 15 will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea.

His reputation is good, but why should he invite a group of simple adventurers to one of his famous parties? Could he be expecting some unusual trouble there? Reports indicate that he may have gone to the long-abandoned Temple of Heironeous. But why? The place is haunted and cursed, and recently strange sounds and lights have emanated from it at night. But their raids have always been poorly organized before.

Have they found a new leader capable of using their abilities and ferocity to advantage? And if so, can they be stopped before lives are lost? Like many other towns, Evenfall has just begun to heal from the war that ravaged the countryside for so many years.

All five of the older graves are marked by weathered headstones proclaiming their names and the fact that each of the dead perished within the last 10 years. The newest grave, however, is unmarked… there has been neither time nor opportunity to craft a headstone for the unfortunate person who died very recently.

Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Self-Fulfilling Prophecy? LVL 11 by Gwendolyn F.

Kestrel Long ago, a sinister drider imbued a magical rod with his essence and intelligence — and his hatred of the drow. This dangerous item, called Dark Fate, was responsible for starting a drow civil war that decimated an entire city in centuries past. With the recent return of a visiting comet, an old, near-forgotten prophecy about the rod has resurfaced.

Now both a party of holy adventurers and a drow faction journey to the ruins of the destroyed dark elf city to get their hands on the rod. But which group has interpreted the prophecy correctly? And what about the driders who now live in the dark elf ruins?

Courtiers disappear without a trace or die under mysterious circumstances, those in power change their minds without apparent reason, and courtiers with unpopular opinions encounter personal emergencies that force them to leave the court. Can the PCs find and expose the nefarious source of these strange events? Stephens The white dragon Hinterbite has kept the barony of Icenvale rulerless and poor for centuries.

But now his power and that of his secret supporters is threatened by the popularity of an heir who hopes to make a change for the betterment of the people. The Kopra Ruins LVL 12 by Darrin Drader A race of cruel undersea creatures called the kopru once conquered a vast expanse of territory and established a huge, underwater empire. Since the demise of their civilization thousands of years ago, their race has steadily declined, until it became a mere shadow of its former self.

Most avoid their ancestral ruins because of the powerful magical safeguards placed there by the conquering elves to bar access to those sites, but recent raids in the area of a ruined kopru city suggest that one matron may have found a way around them and begun rebuilding the once-great Kopru Empire.

What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company?

Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region.

A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone. Which group will the PCs decide to help: the Company…or the giants?

But why is he hiding in an abandoned temple in the woods instead of working in town, the way he once did? And what exactly is the threat to the village this time? But what happens when people use ties of blood to exploit others? Merchant caravans have been disappearing as they cross the sands. Who or what is responsible and, most importantly, why is it happening? The PCs can make strange alliances or deadly enemies as they seek out answers to these questions.

A Frigid Demise LVL 13 by Monte Cook Charasta, an old white dragon, has not reached her age by being unprepared or foolish — she is, in fact, much more intelligent than most white dragons. Her lair is well defended and tailor-made to help her defend herself.

And what lurks in the shattered remains of its buildings? Are there really ghosts in Friezford? Or does the place hide more material dangers? This power is certainly what makes otherwise standard monsters such as the basilisk and cockatrice so feared.