Seasons In The Abyss:
Setting: Horror/Survival Fantasy
When you found means of destroying the phlyactery of the great lich Menkare, you thought, perhaps, that you would find some peace for yourself. But as it turns out, all you have done is awaken the rage and hatred of Menkare's master, the Demon Lord Nergal, the Worm-King, Prince of the Undead. And now you awaken in his abyssal Necropolis, where every day is three years for the living. If the endless hordes of demons and undead do not kill you, simple mortality will.
Assistance, however, comes from a very strange corner indeed- Yaldabaoth the Unmaker contests the mastery of undeath with Nergal and promises his assistance in getting you out of Nergal's vast Necropolis if you do him a simple favor and slay Nergal's consort, the Ghoul-Queen. Otherwise, though, you and your friends are on your own in an almost unimaginably hostile realm.
GM Notes: This adventure depends on the GM being absolutely relentless in plotting time and willing to enforce the aging rules that stick to the campaign. For elves and other longer-lived demihumans, increase the three years to an appropriate number. The Ghoul-Queen should be treated as a ghoul with 21 hit dice and the abilities of a lich (wizard/MU). The DM should also secretly roll appropriate saving throws every day to see if the players contract a disease from the festering Necropolis. Also, roll a d100 twice per day at appropriate times. If 100 comes up, then Nergal himself, with all 28 hit dice and the biggest array of horrifying necromantic magics you can make for him shows up to finish the job he started.
Princess of the Dawn:
Setting: High Fantasy
Athiel, the Highlady of the West Wood, has been seized from her Emerald Spire by a notorious red dragon, Khurzon the Crimson. Unknown to Khurzon, though, the Highlady has acquired the ability to fall into a magical sleep in which she remains inviolate- though no one else knows this. Any attempt to kill or harm the Highlady simply has no discernable effect. The Elves of the West Wood, however, lack the ability to take Khurzon's Keep and in a move inspired by foolish desperation, have hired the Iron Horse, a band of cruel mercenaries which have only managed to despoil the lands around Khurzon's Keep, angering the dragon further.
In sheer desperation, the Elves have sought the only adventurers in the area. Though they have but little gold, the Elves are wise and knowledgeable in the ways of magic and will be happy to furnish spells for any magic-users in the group, as well as a powerful magical item for each member of the party should the Highlady be returned to them.
GM Notes: The party will almost certainly have to deal with the ruthless Iron Horse, who have recently sworn fealty to Khurzon in an attempt to avoid incineration for the inconvenience they have posed the dragon. The leader of the Iron Horse is a 8-HD blackguard (as paladin, but powers inverted for evil) who rides a giant, infernal steed (maximum hit points, breath weapon does 3d6 fire damage in a 20-foot cone). Khurzon himself is a being of terrifying power, a mature red dragon, who will almost certainly slaughter any heroes in a straight contest.
Forty Six & 2
Setting: Steampunk/Science Fantasy
Doktor Liebmord is a man who has for most of his career been persuing the blasphemous theory of "progressive speciation" which among other things, claims that humanity is not the peak of the nature world and that the human form is not fixed eternally by the gods but is beginning to change again as we speak. Towards that end, he has kidnapped several homeless people and engaged in a variety of magical and alchemical experiments, hoping to bring apart a state of perfection that he refers to as "Forty Eight" after the number of tiny elements of information that supposedly exist in human beings.
Several of these experimental subjects have escaped and the Doktor would see them returned to his care. He warns that the "Forty Eighters" he has created are extremely dangerous and must be either returned to his facility or killed. He has offered a considerable monetary sum as well as his services to anyone who can catch the "Forty Eighters". But should the Doktor be trusted?
GM Notes: The Forty Eighters should be treated as monks with a hit dice between 6-8, with the abilities of a magic-user of half that level and psionic powers. They possess an Intelligence, Wisdom and Charisma of 18. There are six of them, three males and three females. They are bitter towards the humanity that tormented them into being and believe themselves to be the progenitor of a new and greater species. One of the females is pregnant and they will go to any lengths at all to prevent the young from falling into the hands of Liebmord.
A Touch Of Evil:
Setting: Urban/Noir Fantasy
The city of Devil's Hook is an infamous, wretched hive of scum and villainy. So in the beginning, a series of murders of prostitutes and petty criminals do not attract much attention. But then the attacks become more and more troubling as the murders seem to climb the social ladder, killing wealthier courtesans and petty nobles who frequented them. A group of courtesans and licensed brothels have raised a significant bounty for anyone who can bring the killers to justice.
Oddly enough, the killer seems to use two different methods in their killings. Sometimes, they seem to favor some form of magic in draining their victims of life, other times, they favor brutal strangulation after a long period of torture.
GM Notes: There are actually two killers at work here, who have completely opposite motivations in beginning the killing spree. One is an incubus who is working on behalf of his lover, the Duke's son, who desires to cover up his involvement in the "rough trade". Crimson Lust possesses a bonus of +1 hit point per hit dice and uses twin poisoned daggers if pressed to combat. The other is a chain devil who has instigated an even more violent series of murders to draw attention to the "sin" of the Duke's son. The Duke will pay a hefty fee for the adventurer's continued silence if pressed, while Anghazan the chain devil will pledge an act of personal service to the adventurers if they assist him in revealing the Duke's "perversion". The diabolic motivation is to push Devil's Hook towards a coup, in which more directly infernal-aligned forces can take control of the city.
The Trooper:
Setting: Traditional/Victorian/Steampunk Fantasy
Count Janos the Grey was, by all accounts, the bravest of the brave, and it was hoped that under his leadership, the Bannermen of the Ostmark would prevail in battle against the brutal hobgoblin warlord Krum. However, though the Men of the East put up a valiant struggle against the hobgoblin hordes, they were ultimately conquered by the cunning strategy of the warlord Krum, who has subsequently put much of the East to the torch. By an unknown agency, Janos has arisen as a revenant, bent on avenging the deaths of his men and the despoiling of his homelands, but thanks to Krum's shamans, he cannot approach Krum personally. He offers his remaining estates in the rest of the Empire (which are considerable) as well as full rights over any loot to any adventurers who will infiltrate Krum's citadel and slay the shamans protecting him from Janos' vengeance.
GM Notes: If the heroes manage to slay all four of Krum's shamans, Janos the Grey will be able to appear in person to slay the warlord. Krum's shamans are 9 hit dice druids, but can turn undead as clerics and four of them in concert cast an aura which protects Krum's entire fortress from intrusions by any undead. Janos is singleminded in his determination to slay Krum personally and will attack any PCs that attempt to interfere with the task. He has the abilities of an 11 hit dice fighter and can only be slain with holy magic or weaponry (ironic as he is otherwise good-aligned).
The Mob Rules:
Setting: Traditional Fantasy, Horror Fantasy
The Lord Mayor of Shemhaz has put out a huge bounty, including a choice of a wide variety of powerful magical weapons (+2 enchantment plus 1-2 special properties) for any heroic adventurers who can eliminate the city of the vile threat of Aasith, the Demonic Queen of the Hunt. Her followers have been engaging in the Culling, a horrific event in which innocent citizens (all young men and women) are hunted and slain through the streets. Along with the usual depredations of the cultists (which strike once every sixteen years, to slay the children baptized in the blood of the last harvest's catch), it is believed that this year, they have summoned babau demons to join them.
GM Notes: The Culling is a very real event, but the truth is that the real prey, the piece de resistance, is the adventurers themselves. The entire city are eager worshippers of Aasith and willingly participate in the slaughter of their numbers. Even children cannot be trusted, as while they lack the strength to openly slay armed adventurers, they are often used to lure adventurers into traps. The Culling goes on for five days. If the adventurers survive five days and four nights, on the fifth night, Aasith herself will come to hunt them. As a 22 hit-dice creature, the heroes will not be able to win a direct battle against her. If they manage to survive the final night, Aasith herself will grant each surviving party member a wish and a token that allows them to summon a babau to their service three times, as well as the enchanted weapons they were promised earlier. Accepting these boons is a chaotic evil act and will cause clerics and paladins to fall in the sight of non-evil deities, but refusal means the entire city will advance as a mob to try and tear them apart.
Powerslave:
Setting: Traditional Fantasy
The modern Sultanate of Misri is one of the wealthiest and most sophisticated countries in the world, but it is built on the ruins of an even greater civilization, Imperial Karnak, where the Immortal God-Kings ruled from their palaces in the Thysian Delta. The last pharaoh of Karnak, Menkare, is notable largely for the sheer length of his reign, over three hundred years, accomplished by transforming himself into a lich. His terrible image covers Karnak, most notoriously at the Glowering Pyramid, which was once intended as a tomb but stood during his reign as a symbol of his ultimate conquest over death.
The city has been littered with a strange rash of graffiti proclaiming the return of Old Karnak and the immortal triumph of Menkare. Strangely, this graffiti cannot be removed through normal means- and the terrified population refuses to divulge any information about a supposed cult of Menkare. The Sultan of Misri has posted a colossal sum to anyone who can discover the truth and put an end to these disquieting happenings.
GM Notes: The entire area around the capital of Misri (also named Misri) is covered in magical ley lines that lead to the Glowering Pyramid, which was in the centre of the capital of Old Karnak. Menkare can use this ley lines in the city to cast spells remotely, though any saves required by the players will be at a +2 bonus if he cannot see them with his own eyes. Menkare himself is a lich with the abilities of an 18 hit dice illusionist and a 12 hit dice cleric. He can summon sandstorms at will (treat as insect plague spell, but 4x radius). His phylactery is located inside the body of a ten-year old girl in the city. His cultists have been faithfully implanting his phylactery inside ordinary people for centuries.
Cowboys From Hell:
Setting: Weird West
Bloodstone Mesa was once the most wild, lawless city on the entire frontier. The King's men do not dare enter the city. However, in recent days, a harrowing, brutal order has fallen the city as a mysterious trio of massive black-suited gunmen (led by a woman) have taken up residence. They ask no gold for their services, save for basic lodgings and they mete out no punishment but death. What the inhabitants of the town do not know is that their new "enforcers" are not humans at all, but devils from Hell who have been summoned to ensure that the valuable ores of the region are secured for a nearby diabolic empire.
Bloodstone Mesa may have been chaotic, wild and unsafe, but it was also free. Thrasher, Reaper, Scorcher and the Red Angel place no value on free will and any who defy their iron law will meet death. The locals are willing to pay a handsome bounty to anyone who will rid their town of the infernal interlopers, but are too terrified of the devils to offer open assistance.
GM Notes: Thrasher, Reaper and Scorcher are bearded devils who possess 8+8 instead of the ordinary 6+6 hit dice and who use firearms instead of the traditional glaives. Thrasher and Reaper use twin six-shooter guns and Scorcher uses a shotgun which inflicts half physical damage (from pellets) and half unholy damage (from hellfire). The Red Angel uses a bolt-action rifle. Thrasher, Reaper and Scorcher cannot summon bearded devils as ordinary members of their kind, but instead can call on a hellhound with the same chance of success. The Red Angel automatically kills any opponent with a critical hit from her rifle, regardless of hit points. They are all disguised as humans, but will shed their disguises in any climactic battle.