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Cover of Out of the Abyss
Out of the Abyss
5th Edition
Levels 1–15
256 pages
1

The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! Note for DMs: This adventure is not for the faint of hearted, to run or to play. The module starts with 10 NPCs traveling with the party through the grueling Underdark. This number can grow. The encounters within the book are often incredibly deadly for the characters that would be going through it. This is because the module expects them to run or talk their way through the events, or, in some cases, the module expects them to lose. If your players aren't the kind of party to run, talk, or surrender, do not get this adventure. The module almost requires that you use milestone leveling because the experience provided does not commonly get players to the levels they should be once they get to certain milestones in the story (7th when they leave the underdark, 15th when they face the demon lords.) Good luck and happy questing.

Cover of Seers of the Drowned City
Seers of the Drowned City
Pathfinder
Level 6
64 pages
0

With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.

Cover of The Crucible
The Crucible
5th Edition
Levels 5–9
41 pages
0

The players get more than they bargain for when answering a night-time call for assistance from a mutual friend. Can they escape the githyanki prison known as the Crucible and find their way home from the Astral Plane? Designed for characters of 5th to 9th level, the Crucible can be played as a standalone one shot adventure, or as the first in a four part series of connected one shots that see the party fight their way to hell and back.

Cover of Temple of the Scorpion God
Temple of the Scorpion God
3.5 Edition
Level 7
10 pages
0

An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen'drik. "Temple of the Scorpion God" is part two of the three-part Shards of Eberron Campaign Arc. Pgs. 66-75

Cover of The Burning Goblins
The Burning Goblins
5th Edition
Level 1
61 pages
0

The quiet village of Greenfork is in a state of uproar, scarred twisted looking goblins raided the village during the night and kidnapped the miller’s daughter. The Mayor has put out a call for adventurers to bring the girl back safely and end the goblins threat once and for all. This adventure starts just outside the village of Greenfork and thrusts players straight into the action. This book contains a full length tabletop roleplaying fantasy adventure: Advancing players from one to three. Sixteen monsters and characters. New Games Masters advice and guides. A fantastic first adventure for new players, but more importantly this adventure was designed with first time Games Masters in mind, giving you as many tools as possible to help run the game. Published by Blue Sword Games

Cover of Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder Adventure Path #68: The Shackled Hut (Reign of Winter 2 of 6)
Pathfinder
Levels 4–5
96 pages
0

The winter portal has closed, but the heroes now find themselves trapped in the frozen land of lrrisen with an urgent quest-to find Baba Yaga! In order to track down the missing Queen of Witches, the heroes must brave the monster-infested capital city ofWhitethrone, where Baba Yaga's Dancin9 Hut has been captured and put on display. Will possession of the miraculous artifact lead them to the Witch Queen, or will they die a cold death at the hands of lrrisen's White Witches ?

Cover of So, a Cleric and a Vampire Walk into a Tavern
So, a Cleric and a Vampire Walk into a Tavern
5th Edition
Levels 1–20
18 pages
0

A series of short encounters and story hooks that may cause your party to question the safety of their local tavern… Designed for characters of all levels

Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

Cover of Rise of the Drow
Rise of the Drow
5th Edition
Levels 1–15
552 pages
0

If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.

Cover of Dwellers Amid Bones
Dwellers Amid Bones
Pathfinder
Level 5
21 pages
0

Lurking in the watery depths of a fallen orc tribe's sacred burial cairn amid the bleached, broken bones of savage warriors, honored champions and mighty warlords the forest drakes Arduthal and Ingeirmaugh have made themselves a comfortable, safe home. Periodically emerging to ravage the surrounding countryside their depredations have reached such a level that Baron Liofa Othen begs the PC's to slay the foul beasts. The cairn's remote location, inundated, bone‐choked passageways and the vengeful, possessive ghost of the orc champion Gork Shattershield, not to mention the drakes' mistaken identity as green dragons, all stand in the way of the PCs' victory. A short Pathfinder Roleplaying Game adventure for four 5th‐level characters by Creighton Broadhurst.

Cover of Raiders of the Serpent Sea
Raiders of the Serpent Sea
5th Edition
Levels 1–18
490 pages
0

From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.

Cover of Guardians of Dragonfall
Guardians of Dragonfall
3.5 Edition
Level 11
32 pages
0

"Auranorex, the greatest gold dragon in the world, is dead and his kin are looking for answers. To uncover the mystery of his demise, the heroes must travel to the one place forbidden to all mortals: the dragon graveyard. Guardians of Dragonfall is a mid-level adventure written by Anson Caralya that has the players investigating the untimely death of a dragon. Violating the dragon graveyard is a death sentence and the heroes must risk their very life if they are to uncover the secret behind Auranorex’s fate."

Cover of The Throne of Bone
The Throne of Bone
5th Edition
Levels 6–10
16 pages
0

It all begins with a simple request (doesn’t it always?) from an old farmer. The request – protect his cattle herd from vicious wolves. Simple enough for the brave adventurers, right? But it doesn’t stay that way. Not at all. Soon, the adventuring party will find themselves in the thick of it as they solve puzzles, avoid traps, fight for their lives, and endure witty taunting. And in the end, they discover an artifact that may, or may not, be useful to them. This adventure includes a cursed shield, a new undead creature, and a new artifact. Total party experience earned is approximately 14,500.

Cover of Tomb of Abysthor
Tomb of Abysthor
3.5 Edition
Levels 2–8
64 pages
0

Restore an Abandoned Temple Enter the catacombs near the desecrated Temple of Muir, Goddess of Paladins, and search for the lost tomb of Abysthor. Will your party be able to cleanse the evil that now inhabits these once-sacred halls, and recover the Stone of Tircople? Can your characters survive the traps of an undead sorcerer? Will your players discover the chamber of Living Rock and the secret power it holds? Adventure awaits! Gold and Glory! A fantasy adventure published for the D20 system, The Tomb of Abysthor is the first module in Necromancer Games Dungeon series and can be played as a stand-alone story or in conjunction with The Crucible of Freya and the forthcoming city supplement Bards Gate. What secrets lie hidden in the tomb of Abysthor?

Cover of CM1 Test of the Warlords
CM1 Test of the Warlords
BECMI
Levels 15–36
32 pages
0

The king requests your presence in the honorable kingdom of Norwold. If you're worthy, you may be appointed lord of a dominion filled with friendly villages, sturdy fortresses, and raging band of monsters. Raging bands of monsters? Well, yes, and you may have to lead your forces into a war or two. But you'll be ready for the challenge. You'll be ready for treacherous spies who conspire to steal you land. You'll be ready for a foul band of giants that raids your dominions. And you'll be ready for the inevitable clash of empires, the outcome of which may alter the fate of millions. You'll be ready! Won't you? Test of the Warlords includes a complete campaign setting, several new NPCs, and dungeon and wilderness encounters, and guidelines for running a war between empires. TSR 9117

Cover of Orbital Vampire City
Orbital Vampire City
OSR
Levels 3–7
75 pages
0

Far out in the void, an ancient city of vampires endures. Welcome to Araveshti, a city of a thousand towers floating safely in the shadow of the world, glittering with starlight, thrumming with ancient magics, and crawling with vicious immortals. Will you seek to destroy these bloodthirsty aristocrats? Or will you help them pursue their bizarre alchemical experiments in immortality? Or will you simply seek a way to escape their twisted and crumbling paradise? Within these ancient towers, adventurers will find vampire lords and servants, zealots and goliaths, as well as werewolves, mycotic zombies, victims of strange experimentation, fanatical holy knights, tragic vampire hunters in black, shipwrecked dreamers, castaway aliens, metal angels, eldritch horrors, star dragons, and (of course) the vampires' giant dragon-killing mecha suit... This is a dark sandbox. Players will explore a vast city of undead people and monsters in outer space, full of homages to classic horror and science fiction films and literature. ADVENTURE TYPE: Mid Level / Combat / Exploration / Dark Fantasy / Fantasy City / Gothic Horror DESIGN NOTES This adventure is intended for mid-level characters around Level 5-10 Players explore a large vampire city in space, encounter numerous NPCs and monsters, and engage with diverse factions to destroy, conquer, or escape from the city 40+ unique encounter locations, plus countless randomly generated locations 100+ original magic items 40+ original monsters One city map Estimated play time: 1-8 sessions (4-32 hours)

Cover of The Murk's Curse
The Murk's Curse
OSR
Levels 1–3
40 pages
0

Halfling thief, Alton Lightheart, awakens to discover his shadow is gone! A child's doll kills its victims in a cruel and unexpected way. A sound-stealing sword is lost in a ruined volcanic temple. Among the witch’s valley mist, The Murk, sinister fey shadows terrorize the forest, demon spirits haunt old ruins, and undead howl from the volcanic shrine. Can the adventurer’s purge the vale of evil to gain its lost magic and riches? A three part adventure: 1. Alton’s Shadow: Delirious, bloodstained, alone. Halfing thief, Alton Lightheart, awakens to discover his shadow is gone! Will the adventurers help him to confront the unknown dread that awaits him? 2. The Vanishing at Rhu: Long Ago, the folk of Rhu made an agreement with a witch to save the thorp from destruction. She honored the agreement, but the folk broke their promise. One year later the village was razed. How? What wickedness lurks among the ruins of the fallen-tree village? 3. Stillness: A temple suffers a volcanic eruption. Believing it is the will of an angry god, all of its shaman are ritually slain. After years of disuse, the temple awakens as the zealots are reborn . . . as undead. Meanwhile, a magic sound-stealing sword is lost by explorers. Should an expedition seek the weapon and uncover the secrets of the lost shrine? Published by Wicked Cool Games

Cover of Wicked Little Delves, vol 3
Wicked Little Delves, vol 3
5th Edition
Levels 7–9
22 pages
0

These are three one-shot dungeon delves. Each delve features nine rooms or locations full of challenges and interactivity. Each delve has only one type of monster, but they are complex, and there are lots of them! This volume of Wicked Little Delves includes three small dungeon adventures: - a tunnel complex full of dragons trying to eat each other, - a desert palace of sorcerous mummies trying to restore life to the wasteland, and - an ancient cathedral where zealots of Chaos try to summon unspeakable terrors from beyond the stars. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 7, 8, and 9. They are mainly focused on exploration and combat, with some minor social encounters. Estimated run time for each: 1 session, or 2-5 hours. Each adventure includes one complex original monster and a variety of unique treasures. ADVENTURE TYPE: Mid Level / Combat / Exploration / One-Shot / Dungeon Delve DESIGN NOTES These adventures are intended for mid-level characters Level 7-9 9 unique encounter locations per delve (27 in all!) 3 original monsters with multiple abilities and weaknesses Dungeon maps and original illustrations

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of Battle for Carrion Vale
Battle for Carrion Vale
OSR
Levels 3–7
39 pages
0

This morning, the forces of Law and Chaos clashed at Castle Yennagor. The battle raged all day, but as darkness fell, a cataclysmic explosion destroyed most of the castle and leveled both armies. Now, as night claims the vale, flickers of life return. Survivors make camp, flee the field, or continue the fight. Scavengers creep over the dead. And one question remains unanswered: what happened inside the castle? This is a dark sandbox adventure. Players take the role of battlefield survivors. They can choose which side they are on (or neither), and they can choose their goal, such as to escape the field with their lives, to plunder the dead, or to reach the castle and finish the mission. ADVENTURE TYPE: Mid Level / Combat / Diplomancy / Battlefield / War / Dark Fantasy / Factions DESIGN NOTES This adventure is intended for mid-level characters around Level 6-7 Players navigate a battlefield full of competing factions and gruesome situations 30 unique encounter locations 70+ original magic items 30+ original monsters One map and multiple illustrations Estimated play time: 1-4 sessions (4-16 hours)