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Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of G1: Siege of Durgam's Folly
G1: Siege of Durgam's Folly
3.5 Edition
Levels 5–8
42 pages
0

An embattled outpost at the edge of the wilderness has finally been overthrown. Strange creatures patrol the land. A local hamlet is in ruins. But just who-or what-has taken over this once mighty fortress?

Cover of No Response from Deepmar
No Response from Deepmar
Pathfinder
Level 8
32 pages
0

A hundred miles off the Chelish coast lies the remote island of Deepmar, where the House of Thrune sends prisoners to work in crystal mines, wresting valuable spell components from the depths of the earth. A month ago, all contact with the penal colony ceased, and now someone must discover what mysterious fate has befallen the prisoners and guards of this isolated mining operation.

Cover of Tides of Dread
Tides of Dread
3.5 Edition
Levels 9–11
32 pages
0

The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.

Cover of Torrents of Dread
Torrents of Dread
3.5 Edition
Levels 4–8
16 pages
0

A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.

Cover of Thornkeep
Thornkeep
Pathfinder
Levels 1–7
96 pages
0

Uncover a world of adventure and claim your fortune in Pathfinder Online: Thornkeep! This detailed sourcebook contains everything a GM needs to run adventures in and around the dastardly town of Thornkeep, as well as several deadly dungeon levels and a sneak peek at the upcoming massively multiplayer online game Pathfinder Online.

Cover of N2 The Forest Oracle - Classic Modules Today 5e Conversion
N2 The Forest Oracle - Classic Modules Today 5e Conversion
5th Edition
Levels 2–4
10 pages
0

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.

Frozen Sick
5th Edition
Level 1
15 pages
0

Something is killing people in Palebank Village, and if the party does not stop it they could be next.

Cover of A Hitch in Time
A Hitch in Time
AD&D
Levels 7–10
11 pages
0

A trap that perhaps works too well. No matter how much loot you take, you never took anything at all. Confused? Wait until you try this dungeon. The players are hired to investigate and clear a tomb of a time wizard. This tomb is heavily guarded both by creatures and traps, and some sages are concerned that the defenses are lasting longer than they were supposed to. Unknown to the sages, the wizard, Sur-in Am, bound a time elemental to guard the treasures of the tomb. This guardian's duty is to frustrate robbers by returning stolen items to their original place and also reset traps in the tomb. Pgs. 26-36

Cover of The Temple of Tesh-Yatra; or, The Modern Funhouse Dungeon
The Temple of Tesh-Yatra; or, The Modern Funhouse Dungeon
5th Edition
Levels 5–7
14 pages
0

The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.

Cover of Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder Adventure Path #44: Trial of the Beast (Carrion Crown 2 of 6)
Pathfinder
Level 4
100 pages
0

Evil Stitched to Evil The rampaging abomination known as the Beast of Lepidstadt has been captured! Yet rather than destroy the monster for its countless murders and untold crimes, the city council demands the creature receive a fair trial. Upon traveling to Lepidstadt, the adventurers find themselves caught up in the anger and investigations surrounding the Beast’s judgment. Soon it’s up to them to discover whether the legendary monster is truly a killer or merely the instrument of some greater evil—and either way, whether it’s too dangerous to be allowed to survive. This volume of Pathfinder Adventure Path continues the Carrion Crown Adventure Path and includes: • “Trial of the Beast,” a Pathfinder RPG adventure for 4th-level characters, by Richard Pett. • An investigation into the secret society called the Esoteric Order of the Palatine Eye, by Brandon Hodge. • Revelations on the faith of Pharasma, goddess of birth, death, and fate, by Sean K Reynolds. • Terror upon terror for Laurel Cylphra in the Pathfinder’s Journal, by F. Wesley Schneider. • Four exciting and deadly new monsters, by Rob McCreary, Patrick Renie, and Sean K Reynolds.

Cover of Loved til Undeath
Loved til Undeath
5th Edition
Levels 3–6
24 pages
0

Clouds smother the sky, smoke fills your nostrils, and a shrill scream falls on deaf ears. The bonfire swells as the crowd surrounds. “Undead filth!” they shout, as she burns alive. What do you do? This Frankenstein inspired one-shot will have body horror, a murder mystery, undead constructs questioning the purpose of life and will make your characters question their morality. Designed for 3-6th level to be run in a single night of gameplay. All of ET’s adventures have been playtested at least three times, professionally edited and contains zero ai generated content. Click below for the video walkthrough. This adventure includes: 1 player handout, 5 maps including 2 battlemaps, 2 random tables, 6 secrets and clues, dramatis personae for the 5 main NPCs.

Cover of Castle Spulzeer - Classic Modules Today 5e Conversion
Castle Spulzeer - Classic Modules Today 5e Conversion
5th Edition
Levels 8–12
30 pages
0

An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.

Cover of Manthrak's Malicious Steamroller
Manthrak's Malicious Steamroller
5th Edition
Level 4
13 pages
0

Manthrak's Malicious Steamroller After an experiment with a teapot goes wrong, a wizard's tower rolls through the forest, crushing all beneath it. Its owner, Manthrak the Meticulous wants it back. It's up to you and your companions to stop the tower's rampage before something even worse happens. Manthrak’s Malicious Steamroller is a short, high-octane one-shot adventure module for a party of four or five 4th level characters. With no setting specific details, it can be easily dropped into any campaign, or run on by itself for an action-packed escapade. Included: Full-color 13-page PDF Virtual tabletop maps - Gridded & Non-gridded Accessible & print-friendly PDF A fun, unforgettable experience

Cover of Kingdom In the Swamp
Kingdom In the Swamp
AD&D
Levels 6–9
12 pages
0

Follow a crazy halfling into a vampire’s castle. Kingdom in the Swamp is an AD&D adventure for higher-level characters; 6th to 9th level would be suitable. While it is necessary to have strong combatant characters and at least one cleric, it is more important that the players be ready to find solutions beyond the sword or spell book. Adventure Background A few days ago, Candor Pletten, a halfling thief known more for his urban exploits, returned from a journey to the southern jungles and rain forests (or so he says). Few people have believed him in the past -- usually they have been too busy taking inventory of their possessions to even listen to him — but some are guessing that he may actually be telling the truth (certainly, he’s got a good story). Candor left town a couple of months ago with some other adventurers, but has come back alone. Most tavern patrons are of the opinion that he took his companions’ purses and ran, but why would he come back to town? And why, then, aren’t his former companions hot on his trail? Candor may be a thief, but he’s not a murderer. He even gets nauseated by cockfighting. Maybe the halfling's tale is worth hearing...

Cover of The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of Asylum
Asylum
3.5 Edition
Levels 19–20
26 pages
0

The Cagewrights are defeated. The Tree of Shackled Sould is no more. Lord Vhalantru has been exposed and put down for the menace he truly was. The town of Cauldron has been saved from volcanic apocalypse. The heroes of Cauldron have earned their place in history, and more than deserve a time of rest, yet fate is not so kind. For the true menace behind the curtain still lives. As long as Adimarchus, the demon prince of madness, continues to dream his haunted dreams and writhe away the years in torment in the fiendish asylum of Skullrot, Cauldron can never be truly safe. "Asylum" concludes the Shackled City Adventure Path that began with "Life's Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillar" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), "Thirteen Cages" (Dungeon #114), and "Strike on Shatterhorn" (Dungeon #115). Pgs. 40-65

Cover of Dragon Hunters
Dragon Hunters
3.5 Edition
Level 7
26 pages
0

Fort Akor has come under attack by a dragon, but when the PCs seek out the beast in the surrounding jungle they discover the dragon may be the least of the fort’s troubles. The Pcs travel to Fort Akor, where they learn that the fort has been under attack by a dragon (which is really a tyrannosaur). Prince Henri asks the PCs to slay the dragon attacking his fort before it causes further damage. If the PCs investigate the fort before setting out after the tyrannosaur, they may discover the hidden corpse of its hatchling. They may also discover the truth behind the fort's dark history. Tracking the "dragon" to its lair and slaying it for Prince Henri forces the characters into conflict with a faction of the centaurs living in the jungle, who disposed the hatchlings corpse at the fort. Discoveruing the truth of the prince's conflict with the jungle natives might lead to an alliance. Pgs. 16-41

Cover of Rise of the Redscales
Rise of the Redscales
5th Edition
Level 4
20 pages
0

Two feuding kobold tribes have been left alone in their dragon queen's lair. Without supervision, surrounded by the wealth of nations and piles of magical artifacts. How long before things devolve into utter chaos? Set inside an enormous dragon's lair, the adventure allows players to take control of the best and brightest among the kobold tribe known as the Redscales. Their entire lives they have been the Dragon Queen's minions and her lair's caretakers. But the Dragon Queen has been gone for some time now and an ancient feud with another kobold tribe (the Bluescales) is about to be a rekindled. And the trap- and treasure-filled lair is to become their battleground. The gameplay is a mix of roleplaying, involving some tough moral choices (well, tough for kobolds), solving puzzles and wacky combat with kobolds wielding powerful ancient artifacts. There is an abundance of magic items, specially chosen for their potential to lead to hilarious situations.

Cover of Lilishade's Demon Cave
Lilishade's Demon Cave
5th Edition
Levels 1–5
32 pages
0

For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.