Some of this has been shared before. Still, people ask for details and release dates for adventures and modules for the Avremier setting. Progress is being made. For an idea of what to expect, here is my archival listing of most forthcoming projects. What follows is a collection of notes, placeholders, and tentative synopses. Inadequate apologies for the poor formatting.
Prisoner of the Iron
Sanctum: No available information at this time.
Sunrise Mantle of the
Cloud Tyrant: Recover the pelt of a ki-rin worn by an evil cloud giant as
a trophy. The pelt can be used to restore the noble creature to life
again.
Tears of the
Gorgon: A famous adventurer and explorer was turned to stone years ago, and
became his own monument. No magic has been able to return him to flesh-and-blood.
Experts say he can only be restored by the tears or saliva of the gorgon that
transformed him. Authorities were content to leave the adventurer as-is, until
learning he is the only person who knows the location of the lost relic that
can save the realm from an unholy plague.
Adventure
Modules/Arcs for Development
·
Breathless Adventures: Today, there is a secret program within a certain Ministry
that offers a “dark sanction” solution for the most extreme adventuring
situations. These select groups of unliving agents are sent on the most
dangerous missions into the least-hospitable environments. Legally, the
Breathless are considered property of the Ministry. They are not alive, and
they have accepted “employment” under strictly-defined conditions. One could
view them as conscripts, or slaves, with no legal rights beyond what the
Ministry grants them. Normally, when not actively on a mission, the Breathless
are kept forcibly entombed or imprisoned within special vaults.
·
Cataclysm of the Sky
Crystals: As the light of dawn blushes into
the morning sky, disturbing shapes are revealed. Gigantic crystal shards, each
about 100’ high, float in place, all across the land. At noon, they all start
to softly “hum” a single note. By sunset, countless crystalline beasts have
emerged from underground lairs – each one joining in the resonant “hum.” That
night, something changes – causing a wave of disharmony that spreads through
every crystal and creature. Now, the first earthquakes start to rumble. The
crystalline beasts are going berserk. Disaster is nigh.
·
Chateau Mothshade: A
haunted half-ruin of crumbling stone and ominous silence. Who, or what, is Mothshade?
·
Cold Light of Day, The: A
powerful cabal of frost jotuns pool their knowledge and resources to turn the
sun into a "cold star" that barely warms or illuminates the world -
plunging everything into Fimbulwinter.
·
Conquests of the Dread Pharaoh: Mummified
jackalwere that seems content to rule the empire he
had in life – most of which is now empty desert. Spends his time and resources
attempting to conquer a small river valley inhabited by jann and jann-blooded
yalkhoi (hobgoblins). This valley represents the last of what the dread pharaoh
claims as his own.
·
Council of Toads: Collection of adventures and
plot hooks for the town of Toad Crossing and surrounding environs.
· Darkengap: A company of great and noble heroes
defeated the titanic Glacial Wyrm and the creature’s frozen minions almost a
generation ago. The accursed Age of Winter Darkness is finally ending and the
ice is receding.
Rising seas are swallowing the land
with merciless rapidity. Savage thunderstorms sweep across the realm, raking
the landscape with blinding talons of lightning. Swarms of hideous, alien
monsters issue forth from the place of fearful legend known as Darkengap – once
buried beneath glacial ice.
The long-awaited spring is here –
with a vengeance.
·
Dungeon of Illthrix: Beneath the House of
Illthrix lie the private labs, workshops, and vaults where the Mad Artificer labored
at his most infamous creations. Not so much his traps and cursed items, but
truly arcane projects of baffling scope and purpose. Certain secrets have also
been buried within the raised mound that supports the House of Illthrix.
Secrets that may change the lives and perceptions of those adventurers that
peek and pry into places perhaps better left alone.
·
Ether Age: It all starts with the nightmare fog.
Seeping into dreams, distorting them into phantasmagorical horrors. The
ethereal mists come from nowhere – and everywhere. Some are starting to live
these nightmares while awake. Soon, there may be no escape. Omens and portents
tell of more to come. The Heralds of the Swarm. The Harbingers of the World
Weaver. What is the Swarm? Who, or what, is the World Weaver? How do we wake
from the nightmare fog?
·
Fury of the Four Sisters: In the dense forest realm of Wilderwood
can be found a quartet of jagged mountains known as the Four Sisters. Towering
above the enormous trees, these peaks shrouded in eternal mist are said to have
been home to the Witch Queens since time immemorial. Few are willing to brave
the deadly miles of Wilderwood to visit the Sisters since the witches are not
known for their kindness to strangers.
· Ghosts of Chimerae House: Open with a murder mystery where the killer seems to be a ghost. The first victim is beloved Uncle Grevon - a noted planaturgist. Second, failed,
victim is a woman come to collect and continue Grevon's research.
·
Glacial Pyramid of the Storm Pharaoh: For centuries, the tales of "the tomb in the
ice" brought explorers, historians, and treasure-seekers to the town of
Harm's Way for a last stop on the journey north to the glacier. Now, the
glacier is coming to Harm's Way, bringing the entombed Storm Pharaoh with it.
The town of Harm's Way lies
directly within the path of danger - again. Honestly, a name change may be in
order. The suggestion will be added to the agenda of the next town meeting -
assuming there is still a town in which to meet. In the meantime, the call for
heroes has been sounded!
If you’ve ever wanted to raid a
classic pharaonic pyramid, but really hate sand and scorching heat, this might
be the adventure for you!
·
Goblin Artifact Trilogy: Interconnected
adventures featuring goblins with dangerous and powerful magic. The Goblin
Grinder is an artifact discovered and modified by goblins into a horrible
device that takes living creatures to grind out into small goblin-shaped flesh
golems. One human = 2-3 goblin golems. The Jumping Jewels of Janxie Jat are the
stones that allow the Dimmer Goblins to travel the planes. Janxie is a goblin
term for “lucky.” Possibly the stones are six in number (maybe more). One blue
and the others are green. Smooth on one side and faceted on the other. Blue
stone controls the others. Powers of teleportation and plane travel. Also,
planar acclimation. The Clatterdoomalion is a kit-bashed
artifact engine that the goblins have little real control over. They just want
to go down in history as the greatest goblin artificers ever. But, they made it
better than they know and it is a real threat to the land. They got lost on the
way to a great conclave of goblin makers and are now on a barely-controlled
rampage across the realm.
·
Hell-Met by Moonlight: A
whirlwind of dark planar energies howls through an open portal and tears
through a nearby graveyard, animating bodies, and spinning across the land with
a small army of undead.
·
Hot Cider, Cold Comfort: No available information at this time.
·
Hungering Dark, The: Talk
is mostly of those who fell to the cave-in, but no blame is directed to those
who operate the mine. Conditions were exceptionally good and the miners have
always been well taken care of. Some of the older miners whisper of ghosts in
the deeper shafts - most of which had been closed off because the ore had been
depleted - but some claim it was because of some kind of curse. There are still
miners that have not been found and efforts are being made around the clock to
clear rubble and open more of the lower shafts - even wizards have been sent to
assist...though hope is not running high.
· Last Dungeon, The: While
you were kicking doors and taking names in your latest dungeon crawl, the rest
of the world came to a sudden, and quiet, end. How did it happen? Can anything
be done? Why are you, and this dungeon, the only things still here?
· Last Gasp of Laudro
Buogalei: No available information at this time.
The Laughing Menace of Archumn Hall: Beneath a ruined
fortress, a former prison, lies a neglected warren of passages and chambers. From this ruin,
according to local authorities, bizarre raids are being inflicted upon nearby
settlements. Most of those authorities are now dead, or missing.
What makes these
raids "bizarre?"
"The
raiders are mostly gnolls. But that's not the bizarre part. Every one of them
has stark white fur, and giggle or cackle constantly like mad hyenas. Listening
to the horrible noise has supposedly driven some people insane. Then, they
start to laugh. They can't stop. They laugh and slobber and choke. Some of them
die. Others go off with the gnoll raiders, laughing all the way. They never
come back."
"The gnolls
come and take things. Some of the things are valuable or important, like jewels
and food and weapons. Other things are just...things. A doll head, some soup
spoons, a lady's feathered hat, a used hanky, an empty wine bottle, a rusted
mouse trap - you get the idea. Or, maybe not. Who can say?"
"There's
something else up in the ruins. Something pale and big and round that floats
about. Sometimes you can hear it muttering, or singing, but decent words are
difficult to make out because it's hard to get close enough. And there seem to
be many different voices at once. The white gnolls kneel to the floating thing
and give it stuff from their raids."
"Animals
have fled the hilltop and environs of the ruin. Even birds no longer fly over
the place. My invisible friends say something bad is happening and something
worse may be coming. They say you can help. Can you? Please?"
· Marooned on Slumbering
Serpent Atoll: PCs recruited to pilot bizarre
magical submersible to recover a treasure from an old shipwreck. During the expedition,
the ship that brought them is attacked and sunk, with only a few survivors. No
sign of the cause of the destruction. The sailors claim there was a rumble,
like thunder, then the ship broke apart. There is an island in the distance -
the only land in sight.
· Masks of the Violet
Death: A popular and exclusive wine-tasting
is interrupted by a masked madman that bursts into the room to hurl a bomb. The
billowing cloud released by the device fill the room and the bomber escapes
under cover and confusion. The cloud is permeated with spores that effectively
poison all those who drank certain wines.
The cloud will kill most of the patrons in the tavern - but it will take
time. A few victims die immediately - the rest will grow progressively more ill
until they finally succumb. One patron drank a dose of antidote just before the
attack - obviously anticipating the need. A small, empty flask is left behind
for discovery.
· Missing, Presumed Dead:
Adventurers are disappearing. Sure, your lot tend to meet a gruesome end in
some dark hole or forgotten ruin. But, this is different. Some vanish “on the
job,” while others simply disappear from their room at the inn. None are ever
seen again. Come to think of it – one of the members of your own adventuring
group is overdue for the muster meeting to your next mission…
·
Nefugoro – Temple-Palace of the Golden Ape God: These
sprawling ruins are almost more like a small city than a palace, a massive
sprawl of carven stone built by the kamujin (ogre magi) of the past millennium.
What became of the builders and their civilization, no one seems to know.
The current ruler of the city is a
particularly large and powerful bar-lgura demon. Resembling a huge, evil
orangutan with glossy red-gold fur, this demon has set itself up as the deity
of this region for many years. Summoned centuries ago for some forgotten
purpose, the demon cannot leave the city and directs the activities of its
crumbling domain from a gaudily restored throne room in the great temple at the
heart of Nefugoro. Calling itself Naochli, this old and crafty demon has
gathered followers and worshipers to suit its need and preferences. Monstrous
and intelligent apes and ape-like creatures infest the region and other
bar-lguras of normal might serve as Naochli’s lieutenants. The “ape god’s”
Summon ability will only call the bar-lguras of Nefugoro to him, not a
demon from another plane. The largest and most terrible servant of the “ape
god” is a gigantic two-headed ape resembling a gorilla and a mandrill. It is as
if King Kong and Demogorgon had produced offspring. This monster serves
Naochli, but is not terribly intelligent and sometimes difficult to control. Yes
– Nefugoro is like a demonic scene from The Jungle Book, with a fiendish King
Louie in charge.
·
Nemesis Gathering: Portions
of a treasure map come into the possession of a small number of adventurers, or
to patrons of adventurers. Per the clues and instructions found on these
pieces, the individual owners have gathered at a specific place and time to
pursue the treasure. Once they have become acquainted, and assembled the full
map, the group ventures forth on the first leg of the journey.
·
Not Carved in Stone: In
recent years, there has been a niche market among the fashionably wealthy for
"monster sculpture." Stone statues that are actually petrified
victims of gorgons, acquired by adventurers, and sold as pricy curiosities.
Business has been good. Many wealthy households and establishments boast one or
more of these "statues." Now, today, these statues have started
returning to their living state - coming to life without warning and wreaking
havoc wherever they may be. As a problem created by adventurers, it must be
solved by adventurers!
·
Paradise of the Orchid God: Along with a thriving industry of acquiring rare orchids for wealthy
collectors at great risk and expense, there is a shady and even riskier market.
Many fae will return to nature in some form when they die. Some will become a
specific type of tree, while others may turn into a flowering shrub. Well, one
type of sprite becomes an exquisite and unique species of orchid when it
passes. Collectors have started clamoring for these flowers, despite their
incredible rarity, the danger in procuring them, and the risk of angering the
Faerie Realm. Being so rare, and considering the money involved, some very
unscrupulous orchid-hunters have taken to hunting and killing this sprite for its
transformative flower. These “Faerie Orchids” also begin to cause problems when
taken into people’s homes. Once the Fae Lords get wind of this practice, a
Second Harrowing may follow. The heroes must find and end the ring of corrupt
orchid-hunters to avert disaster. Also, consider the wealth and power behind
those who might oppose the heroes in their efforts. Let's hope they find an
honorable and influential patron.
The Phantom Executioner of Spiretop: This module, ST01, is the first of a series
set within and around the troubled village of Spiretop. A killer leaves a trail of headless
corpses, and not a single clue to follow. The victims are left lying in the
open, their neatly-severed heads not far from the bodies. There are no signs of
struggle, nor of the victims attempting to flee. Townsfolk fear to leave their
homes after dark and local authorities are at a loss to solve the crimes, or to
keep them from happening again. Spiretop has long been known for its
eccentricities and a somewhat Gothic character, but this is the town’s first
serial killer.
· Pillar of Thunder: The
party was recruited by Sebastani Crane, initially to find clues regarding his
vanished father’s whereabouts. The trail of information led to the Crane
ancestral home in southern Tivra, also revealing that ‘Crane’ was not the
family’s true name. Tomorrow, your mentor is sending your group by ship to the
southern coast of Canaea, a humid and windy place with a civilization somewhat
less advanced than you are used to. Your destination is a natural rock
formation at the bottom of a towering waterfall, worked by ancient hands into a
temple, called the Pillar of Thunder.
· The Rampant Rabbits of Duskfell Glebe: Large
black rabbits seen near town, fearless and elusive. Small animals start to
disappear – then, small children. A black rabbit is almost always seen leaving
the scene of the disappearance. Finally, adult townspeople begin to vanish.
Confront the rabbits – possibly finding their warren and discovering their true
nature. Learn the fates of the lost victims.
·
Sanctum of Illthrix: Third in a trilogy
exploring the mysteries and threats surrounding the villainous figure known as
Illthrix. In this adventure, you will boldly go where no hero has gone before.
· Shattered Dungeon: The residents of Three
Corners were awakened by a mighty blast of sound that came from the craggy
heights just beyond the edge of town. Emerging from their homes, the townsfolk
gaped in wonder, and not a little fear, at the massive shapes that hung in the
sky above.
Not clouds, but huge formations of
stone and earth. Enormous pieces of the lost dungeon complex rumored to lie
beneath the crags themselves - blasted outward and floating impossibly over and
around the town. Within some of the broken surfaces could be seen exposed
passages and chambers. Ominous shapes moved about within, never exposing
themselves to full view.
How did the floating rubble get
there? How long would it stay? Would it suddenly come plunging to earth? Would
the horrible monsters that surely lurked within make their way down to
terrorize the town? What could be done?
·
Shunned Catacombs of Night’s Embrace: Night's
Embrace - infamous title of a necromancer that history records under no other
name. Sealed away after death, this masked villain vowed to return and wreak
vengeance upon those who ended his (her?) reign of terror almost forty years
ago. All of those heroes are now dead, and eerie masked figures have started to
appear at a distance to each of you - the heirs of those departed adventurers.
Today, you have all been summoned to a collective reading of the wills of the
dearly departed. Has vengeance been served? Will you be the next to fall?
“They’ve taken Ruby! Beautiful, precious Ruby. The reward for her return will be generous – no questions asked. Please do not let her come to harm.
The Unhallowing: That is what it would be called.
When Achurael, patron deity of
Shardfell, seduced and killed Iunae, patron deity of Northwold, that realm
became an unhallowed land. Many who died in Northwold rose again as horrible
undead monsters with a thirst for the blood of the living. At first, the
Northwolder priests struggled valiantly to put the monsters down. Without the
blessing of their fallen goddess, their efforts were largely in vain. In time,
they appealed desperately for aid to the Sun Church of the eastern domain known
as Brightmorn. Tragically, they had waited too long.
A
nation of vampires eventually rose to usurp the dominion of the living. Only
the cleansing light of day served to keep the monsters from spreading far
beyond the Northwold capital. Now, the realm of Brightmorn is under attack by
those who would topple the power of the sun god and plunge the world into
eternal night. The unhallowed rule the night.
Will
you walk in the light, or skulk in the darkness?
·
Versus The Giants: Giants of various types have
been causing upheavals in the lands of men and other civilized races bordering
Undomni, raiding and pillaging in coordinated and baffling fashion. Their
targets have, so far, been places of learning and museums or archival houses.
While there have been brutal slayings of innocents, the deaths have been, for a
mercy, minimal. The local lords agree that these huge marauders are looking for
something, and with a common will. The same lords have gathered a party of the
most courageous and capable adventurers in the region to investigate these odd
incursions, stop the raiders, and recover that which was stolen. These
adventurers must follow any trails left by the giants, learn who may be
responsible for their organized action, and what their nefarious goal might be.
Meanwhile, the lords bicker and gather their forces in preparation for a threat
that may or may not come from any quarter at all. These local rulers are
nervous and eager to find a clear target for their wrath - the heroes should
pray that they do not become the focus for that wrath, should they fail. In the
meantime, this year's winter seems to be deepening in all defiance of the
welcome spring season so close at hand.
·
When the River God
Started Vomiting Corpses: For generations, the mighty city-state has offered
human sacrifices to propitiate and honor their patron River God. Now, the
massive idol is spewing forth bodies from its gaping mouth - undead bodies that
prey upon the living. The god himself is silent, and his priests were among the
first to fall. Unless salvation comes to the city, the undead will outnumber
the living before the flood season.
· Whistling Ruins of Goat Hill:
“The ruins sit
atop the bare hill, moss blotching the crumbled walls like a disfiguring skin
disease. Strangers often ask why we called the place the whistling ruins, until I bring them up on the windy days. Those
holes in the walls aren't entirely random, you know. Lots of them were put
there, angled just right. Some say by those who built the place so long ago,
before the early settlers came. When the wind cuts across this hilltop out of
the north and west, you can...well, here it comes, and you can hear for
yourself. Eerie, isn't it? Like the music of the damned. Yeah, the wind goes
almost as quick as it comes. Not a breath of air now to stir one hair on your
head...but - the whistling --- it doesn't stop...but, it does
get...closer...well, now - that's a first."
· Wind of Bronze: The great Mystical Organ has
been found in a hollow plateau and someone is using it to wreak havoc across
the land. A brilliant, but somewhat unstable, composer (Hessic) has written his
magnum opus in honor of the woman he loves (Eohari). This woman happens to be
of noble birth and her father forbids this man to court her, not even allowing
the composition to be played for her.
This drives the
young man over the edge and he seeks revenge. Researching the existence and
location of the Mystical Organ, he finally succeeds in finding the artifact in
the desert, and proceeds to play his composition. The Organ is ancient beyond
reckoning and the composer knows that his music will be heard, even in the
distant city. Unfortunately, the Organ has also fallen into disrepair and the
young man’s playing calls up terrible forces that howl across the sands,
directly to the city. At first, the composer cannot control the monsters of
wind and song that he accidentally awakens, but learns to in time.
To his horrified
dismay, he finds that the creatures have caused the death of his beloved, but that
her tyrannical father still lives. This begins a terrible war between the
composer with his elemental servitors, and the nobleman with his armies. The
armies that cross the desert to destroy the source of the invading monsters.
Since the nobleman has become ruler of the entire region following the death of
the last ruler, he brings the full might of the military to bear. The former
ruler was also slain during one of the elemental attacks. Eventually, the
battle comes down to an unfortunate fight between the deranged elementals of
the Organ and the bound genies of the nobleman’s court wizards.
The heroes must find a way
to resolve the conflict with a minimal loss of life and honor.
Wondrous Workshop
of Ungald the Unrequited:
Then, there was the story of the
artificer who went insane trying to perfect his horde of mechanical rust
monsters.
This, for posterity, is the only tale of
Ungald the Unrequited, artificer and poet.
Bullied by the thick-skulled scions of
knights, and scorned by their joust circuit groupies, Ungald grew into a man
more intimate with the workings of mechanisms and materials. In self-imposed
isolation, Ungald turned his engineer's mind toward the crafting of devices
that would improve the quality of life for all
humanity. Far from the noise and unkindness of the town, the brilliant young
man produced gadgets and machines to inspire wonder.
Then, a local lord built a fine new
jousting arena not two miles from Ungald's workshop. Young knights came from
five counties to compete, their giggling groupies in tow. Their all-night
victory parties made concentration upon delicate and arcane mechanisms
impossible. The shouts of the unwashed spectators, the delighted squeals of the
unsullied "maidens," the stench of manure, sweat, rust - and...
Could the solution be so simple? All his
torment ended in one brilliant stroke? Only time and toil would tell.
Ungald's prototype rust monster managed
to destroy most of his tools and raw materials before the artificer ended his
own creation with acid. The next mechanical rust monster destroyed itself. So
did the next four. One desperate creation nearly killed him for the iron in his
blood. Who knew?!
In time, tales of escaped "rust golems" brought
curious adventurers to the hidden workshop. Today, there are no such creatures
known to exist. No one claims to know the fate of Ungald himself. In fact,
there were none this chronicler could find that remembered his name.