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Cover of Ravenhome's Plight
Ravenhome's Plight
5th Edition
Levels 1–4
44 pages
0

Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!

Cover of A1-Crypt of the Sunlord
A1-Crypt of the Sunlord
5th Edition
Level 1
? pages
0

The adventurers travel across Serpent Lake with a group of Rybalkan soldiers. The group camps for the night adjacent to the ruins of Ka’Teek. As they sleep a goblin steals a precious keepsake from one of the PCs and disappears into the ruins. The party pursues and finds themselves confronting undead guardians of the Sun Lord while avoiding dangerous traps. Will the PCs find the goblin and retrieve their precious keepsake or stumble upon something much more sinister?

Cover of The Tomb of the Daughter
The Tomb of the Daughter
OSR
Any Level
8 pages
0

The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.

Cover of The Sunless Citadel 3e
The Sunless Citadel 3e
3rd Edition
Level 1
32 pages
0

Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.

Cover of Ra’s Evil Grin
Ra’s Evil Grin
5th Edition
Level 11
7 pages
0

Ra’s Evil Grin challenges adventurers of at least 11th level who are seeking a powerful magic item—the globe of Arden. If a different item suits your campaign better, another appropriate powerful item can be substituted as the final objective. This dungeon culminates in a battle with Dendorandra, a lesser marilith known as a dark daughter. As a lead-in to this adventure, the GM may use a map from another treasure hoard showing the location of the globe (detailed more fully in “The Legend of the Globe of Arden,” below) or a priestly tome describing Arden, the long-dead avatar of Ra, and the wondrous powers of an unknown artifact called the globe of Arden. Such a tome might mention that the globe emits rays as intense as those of the sun, destroying all they touch. In any event, characters should need to consult with sages and oracles to determine the location and history of the globe and dungeon. A sage could also provide a map to the dungeon’s location, referenced in the “The Legend of the Globe of Arden,” below. We set the dungeon on a small, remote island far across the sea, but you can relocate it to suit your campaign. This dungeon provides numerous puzzles, a few traps, and only two monsters. Those monsters, though few in number, should challenge and threaten even the most combat-hardened party—particularly after the party encounters all the vicious creatures that inhabit the Island of the Globe.

Cover of NC9 - Archipelago of Tyr
NC9 - Archipelago of Tyr
5th Edition
Level 6
23 pages
0

Far north of the Denali homeland is the Archipelago of Tyr and home to dangerous seafarers. Tyr is well-known as the land of the Minotaur that does allow some foreigners to visit albeit with less than perfect hospitality. Originally used as a one-shot with the Denali campaign characters, King Pellet sent the party north to investigate a trade deal and look into reports of some type of incendiary weapon…

Cover of From Shore to Sea
From Shore to Sea
Pathfinder
Level 6
32 pages
0

The deep waters of the Hellmouth Gulf have long concealed ancient mysteries, both wondrous and terrible. But these secrets have been submerged for too long, and the remote coastal village of Blackcove has accidentally awoken a slumbering horror from a bygone age. Strange creatures now venture from beneath the waves to steal townsfolk away in the dark of night.

Cover of Night Below
Night Below
AD&D
Levels 1–10
192 pages
0

A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.

Cover of H3 Pyramid of Shadows
H3 Pyramid of Shadows
4th Edition
Levels 7–10
96 pages
0

In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.

Cover of The Goblin Bathwater Incident
The Goblin Bathwater Incident
5th Edition
Level 1
54 pages
0

Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.

Cover of SQ4 - Dungeon of Otek
SQ4 - Dungeon of Otek
5th Edition
Levels 2–5
19 pages
0

Kind words and a scrap of paper are enough to lead you off on an adventure into the hills. You and your party have opted to follow the clues leading to a fabled Talisman of Otek lost years ago in an old dungeon. Your benefactor has warned you that some cultists are actively seeking the item and hope that the “heroes in the making” will obtain the item before the nasty fanatics get ahold of it and use it for nefarious purposes!

Cover of The Dreaming Caldera
The Dreaming Caldera
OSR
Levels 5–6
23 pages
0

The Dreaming Caldera involves the players infiltrating a volcano teeming with monsters that are intent on constructing a chaos god. The players must navigate through the hostile environment, disrupt the monstrous activities, and ultimately prevent a catastrophic event. 27 keyed locations Written for the Old-School Essentials (OSE) rule system

Cover of Someone Dropped the Goat-Ball (DC-POA-PND-1)
Someone Dropped the Goat-Ball (DC-POA-PND-1)
5th Edition
Levels 5–10
32 pages
0

An anticipated rematch between the Reghed Nomads and the Goliaths of Wyrmdoom Crag is interrupted by disaster as one thing after another goes wrong! It falls upon the party to pick up the ball when others have let it drop! A DungeonCraft adventure using the "Goat-Ball!" seed. A Four-Hour Adventure for Tier Two characters (levels 5-10). Optimized for APL 8. Somebody Dropped the Goat-Ball originally debuted at DungeonCraft World Tour on May 2021. Included are VTT-friendly maps and handouts in separate files to help with running your games virtually. I also have a printer friendly version included of several of those maps for those that prefer their works to be printed on the flesh of dead trees.

Cover of Return to Fel'Valashar
Return to Fel'Valashar
OSR
Levels 4–5
16 pages
0

Written in celebration of Swords and Wizardry Appreciation Day 2017, Return to Fel’Valashar picks up where Dungeons of Fel’Valashar left off. In this book is a collection of mini dungeon adventures with a small region called Fel’Valashar that they take place within. Each of these adventures is written in such a way that they don’t have any ties to each other or to Fel’Valashar. This means you can easily drop them into your own world with no fuss. Includes: Details of the south-western region of Fel’Valashar. Four mini dungeon adventures. New monsters. New magic items.

Cover of Dungeon Crawl Classics #66.5: Doom of the Savage King
Dungeon Crawl Classics #66.5: Doom of the Savage King
Dungeon Crawl Classics RPG
Level 1
18 pages
0

At long last, the first adventure ever published for DCC RPG is now available! This is the updated second printing that was first released at Gary Con 2014. It features a fresh edit and several new pieces of art! High above the windswept moors and darksome woods, the village of Hirot is under siege. Each night, as the sun sinks beneath the western mountains and the candles burn low, a devil-beast stalks the village streets, unleashing its savage fury on the living. From warlord to pauper, crone to child, no one is safe. Defeating the immortal hound will require more than mere blades or even spells. To slay the beast, the characters must delve into the mysteries of the land and its Savage Kings. Only then, armed with relics forged from a bloody past, can the most cunning and courageous of adventurers challenge the hound of Hirot!

Cover of DDAL05-01 Treasure of the Broken Hoard
DDAL05-01 Treasure of the Broken Hoard
5th Edition
Levels 1–2
36 pages
0

A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?

Cover of Undermountain: The Lost Level
Undermountain: The Lost Level
AD&D
Levels 7–9
32 pages
0

"Far be it from me to impugn the mettle of adventurers such as yourselves, but daring the depths of Undermountain merely for fortune's sake is more absurd than kicking a sleeping dragon in the nose for sport. Even so, you've returned for another trip to the Underhalls, so be prepared. You stand to enter the Lost Level this time: Gird yourselves for diplomacy as well as destruction. You'll find the last stronghold of an extinct dwarven clan: Do be good enough to extend the greetings of the Blackstaff to Bandaerl. There's also a dark vampiress who enjoys a good hunt, and be sure to mind the beholders: They're trained to keep you from escaping. "Enjoy, and don't say Khelben didn't warn thee." TSR 9519

Cover of Crypt of the Everflame
Crypt of the Everflame
Pathfinder
Level 1
32 pages
0

The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town's founder. Yet when they arrive there, they find only the corpses of their fellow townsfolk, dead bandits, and mysterious animated skeletons. The novice heroes must brave the traps and perils of the Crypt of the Everflame, discover the source of the corruption that has awakened an ancient evil, and defeat a menace that seeks vengeance against Kassen and its people. Part One of Price of Immortality.

Cover of DDAL08-15 Forge of Fangs
DDAL08-15 Forge of Fangs
5th Edition
Levels 11–16
23 pages
0

The Forge of Fangs has been located in Vanrakdoom. While many innocents have been saved from an undying fate, the forge remains. Artor Morlin would like to see it torn to the ground and the threat ended forever. Part Three of the Undying Threat trilogy. Optimized For: APL 13

Cover of DDAL05-07 Chelimber's Descent
DDAL05-07 Chelimber's Descent
5th Edition
Levels 1–4
33 pages
0

Deep in the Marsh of Chelimber lie the ruins of a great wizard’s tower. SEER has received intelligence, which she imparts via her emissary Hsing, that deep beneath the marsh in the remains of an old tower is knowledge of older magics. This could be just what Parnast needs to resist the onslaught of Bad Fruul and his armies!