Dungeon #122 Contents

tmaaas

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Dungeon #122

The Ring of Storms (Backdrop)
by Keith Baker

The land of Xen’drik holds many secrets, wonders long forgotten by the children of the modern age. Cyclopean ruins recall the heyday of an empire of giants, whose savage descendents lurk in the shadows of their former glory. Xen’drik also hosts the runs of a mysterious sect of long-lost elves called the Qabalrin, whose shattered cities lie within the mysterious Ring of Storms.

The Ring of Storms is the setting for Dragonshard, a new real-time stategy game produced by Atari, Liquid Entertainment, and Wizards of the Coast. In Dragonshard, the forces of light and darkness clash for control of a source of immense magical power. This article describes the region prior to the events that unfold in Dragonshard, in order to allow your party of adventurers to discover this realm with all of its mysteries intact.


Final Resting Place (Adventure for 3rd-level characters)
by Michael Kortes

Most adventurers like to think that when their number is finally up, their colleagues will bring them home, either to be resurrected or at least returned to their families for a proper burial. But will the PCs draw the line at hauling and adventurer’s corpse out of the Underdark?

The DM can run "Final Resting Place" as a stand-alone adventure or use it to introduce the PCs to a larger, growing illithid threat.


Fiendish Footprints (Adventure for 6th-level characters)
by Tito Leati

A tiny map etched onto a small knag of wood puts the PCs on the trial of the Fiendish Foot, an item of vast necromantic potential. Will your heroes beat a band of hobgoblins to the Foot? And what of the object’s vampiric protectors?

The adventure takes place in the dungeons of a ruined keep in any temperate forest of the DM's world.


Root of Evil (Adventure for 18th-level characters)
by Mike Mearls

A sickness festers in the heart of a great city—the demon tree Malgarius spreads its diseased roots through paving stones and courtyards. Only the most powerful adventurers have what it takes to enter the demon tree and return alive.


Dungeoncraft
by Monte Cook

Twists and Turns, Plotting the Campaign (Part 2)

Planning out a campaign ahead of time affords a DM many luxuries. If you know generally what’s coming, either next session or ten sessions from now, you can plant clues or plan plot twists regarding those future events in the present session. You can foreshadow coming events, devise interesting plot twists, and even create a villain intended to rear his evil head more than once.


Campaign Workbook: The Cast

Atypical Enemies
by Chris Sims

But what does a good guy do when the enemy is not evil? The personal consequences of facing a foe of good alignment or virtuous motivation can be devastating, but resolving moral dilemmas can make for some compelling gaming sessions. Players must think carefully about their characters’ motivations, lest they also end up on the wrong side of good intentions.


Campaign Workbook: The City

A Town in the Aftermath
by Mark A. Hart

The next time your adventurers descend upon a town, use their visit to develop your campaign and plant seeds for some future adventures. Consider what happens to the town left behind.


Campaign Workbook: The Dungeon

Essential Works
by Hal MacLean

When a group of PCs stumbles upon a library, a bookshelf, or even an isolated volume carelessly tossed upon a villain’s night table, they often spend a moment or two skimming the pages. Each of the books detailed below comes with a description and a built-in plot hook.


Campaign Workbook: The Journey

Hazards of the Trail
by Richard Pett

Overland travel is fraught with difficulties. A huge network of broad roads, muddy trails, and dusty footpaths criss-crosses every campaign world. . . . Here ae a few hazards that might develop along a remote trail.


Cartoons:

Mt. Zogon
The Portent
Downer


Wil Save
by Wil Wheaton

True Seeing
 
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Dungeon #123

Quicksilver Hourglass
by Anson Caralya

Hidden between the planes of existence and behind time itself, the Quicksilver Hourglass has kept its terrible prisoner obscured from reality. Yet now, the leader of a transplanar conspiracy of vampiric masterminds ahs invaded this ancient prison, intent on unleashing a wretched doom upon the multiverse. An epic D&D adventure for 30th-level characters.


Salvage Operation
by Mike Mearls

Many moons ago, a powerful merchant’s fortunes collapsed as a ship filled with his wares vanished. Four days ago, the missing ship was spotted, listing terribly and adrift at sea. The merchant gathers the last of his resources to mount an expedition to the ship. Are your players prepared for what lurks inside the slowly sinking derelict? A D&D adventure for 2nd-level characters.


Crypt of Crimson Stars
by Andy Collins and James Wyatt

Rumors of an Eberron dragonshard of enormous size and power have reached the ears of Tophran Damilek, one of Sharn’s wealthiest citizens. Unfortunately, the shard seems to be concealed within a trap-laden temple-tomb located below a village of cruel halfling nomads and their dinosaur pets. “Crypt of Crimson Stars” is the first installment of the three-part “Shards of Eberron” Campaign Arc, which debuted at Gen Con Indy 2004 as the official D&D Open tournament, sponsored by the RPGA. An Eberron adventure for 6th-level characters.


The Amarantha Agenda
by Phillip Larwood

What happens when a sinister conjurer catches a dryad and manages to bind her fey spirit to a carnivorous tree from the Abyss? The caretakers of Heartwood Grove found out the hard way. Can the PCs reclaim this sacred elven site from its corrupted mistress before she extends her powers even further? A D&D adventure for four 13th-level characters.
 
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tmaaas said:
Quicksilver Hourglass
by Anson Caralya

Hidden between the planes of existence and behind time itself, the Quicksilver Hourglass has kept its terrible prisoner obscured from reality. Yet now, the leader of a transplanar conspiracy of vampiric masterminds ahs invaded this ancient prison, intent on unleashing a wretched doom upon the multiverse. An epic D&D adventure for 30th-level characters.

30th level?? I'm very intrigued yet frightened at the same time. :eek: :uhoh:
 

tmaaas said:
Dungeon #123

Salvage Operation
by Mike Mearls

Many moons ago, a powerful merchant’s fortunes collapsed as a ship filled with his wares vanished. Four days ago, the missing ship was spotted, listing terribly and adrift at sea. The merchant gathers the last of his resources to mount an expedition to the ship. Are your players prepared for what lurks inside the slowly sinking derelict? A D&D adventure for 2nd-level characters.

I wonder how well this would follow Thirds of Purloined Vellum from an earlier issue. I am looking to get a city / political adventure line and I'm having some trouble getting inspiration.

Baron Opal
 

About Dungeon 122, any mention of Orcus in that Fiend Foot One?

Also can you email me a brief summary of the Demon Tree Adventure?
 




Baron Opal said:
I wonder how well this would follow Thirds of Purloined Vellum from an earlier issue. I am looking to get a city / political adventure line and I'm having some trouble getting inspiration.

Thirds of Purloined Vellum was an excellent adventure! I used that one to kick off my Lands of Intrigue campaign.

Cheers


Richard
 

tmaaas said:
Dungeon #122

Root of Evil (Adventure for 18th-level characters)
by Mike Mearls

A sickness festers in the heart of a great city—the demon tree Malgarius spreads its diseased roots through paving stones and courtyards. Only the most powerful adventurers have what it takes to enter the demon tree and return alive.
Why are most of Mearls published adventures always along the same vein? This is a variant on The Belly of the Beast module he wrote for Atlas a few years back.


Peace and smiles :)

j.
 

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