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Cover of League of the Red Serpent
League of the Red Serpent
BECMI
Levels 3–5
16 pages
0

Anandak, a red dragon, has taken over an abandoned dwarven stronghold as his lair. He has also assembled together a rough confederation of monsters to act as his bodyguard. Anandak is preparing to enter into an alliance with the Black Prince, the March Lord Draven. The plan is for Anandak's monster allies to terrorize the lands north and east of Knacker Knob while the Black Prince, on pretext of marching to the aid of Knacker Knob, take control of Knacker Knob and the surrounding region. An emissary from the Black Prince, Lord Gonzaga, is currently in the dungeon, and he is in possession of papers that might reveal the Black Prince's treasonous plot. The lair is horribly overcrowded because monsters of all tribes and gangs are gathered to take counsel with the red dragon. Monsters are sleeping in the hallways because there is so little room, and the antagonism between races is at flash point. The PCs may be able to fan these resentments into intermonster battles. League of the Red Serpent is the third dragon's lair to conquer. Part of TSR 1073 The Dragon's Den

Cover of Tomb of the Iron God
Tomb of the Iron God
OSR
Levels 1–2
27 pages
0

"A temple destroyed by divine wrath... An ancient, imprisoned evil and a powerful idol. Mysteries abound in the tombs below the temple of the Iron God, protector of the dead. Discover the dreadful fate of the Iron God's priesthood and the reasons behind their downfall in this intriguing adventure designed for low-level characters. Tomb of the Iron God covers a large catacomb area on two levels, with 58 keyed locations and six new monsters. This is a Swords & Wizardry (0e) dungeon crawl for four to five characters of 1st or 2nd level, by ENNIE-award winning author Matt Finch. The vengeance of an angry god, and treasures untold. The corruption and greed of the monks of the Iron God has brought divine vengeance upon their heads - the ancient monastery was recently destroyed in a cataclysm of fire and lightning, and only the tombs beneath remain intact. Somewhere in the catacombs lies the treasure the monks accumulated before they met their doom. An intrepid band of adventurers, willing to brave the perils of the unknown tombs, could gain riches beyond their wildest dreams. Do you dare to enter the burial catacombs and discover the chilling secrets of ... The Tomb of the Iron God?" Also available for 5E

Cover of T1 Village of Hommlet
T1 Village of Hommlet
AD&D
Levels 1–3
24 pages
0

The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026

Cover of The Vault of the Devourer
The Vault of the Devourer
5th Edition
Levels 1–4
32 pages
0

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.

Cover of Hushed Hills
Hushed Hills
5th Edition
Tier 1 Level
10 pages
0

Hushed Hills is an adventure location set in a haunted town nestled in hilly woodlands. It doubles as a toolbox with encounters and NPCs to support DMs in running a gothic horror adventure. You can use it in three ways: 1. Run the Hushed Hills as a Tier 1 adventure that takes one, two, or three 5-hour sessions (based on the starting quest you select). 2. Select the best encounters and NPCs to add to your game. 3. Use the presented content as fuel to inspire your ideas. This toolbox is packed with assets and consists of: • 50 encounterswith 4 quests to tie them into an adventure. • 21 NPC outlines (including eldritch chimeras), • 3 multi-phased boss battle against the Godless Chimeras. Assets are grouped into 3 regions, including Crestfall Abbey, Town of Kletva, and Mirage Forest. Each region has a high-resolution map and each NPC a portrait.

Cover of The Crypt of Somber Hill
The Crypt of Somber Hill
5th Edition
Level 5
31 pages
0

The town of Somber Hill is a quiet settlement in the foothills of a mountain range. A few days travel from the nearest city, the people of Somber Hill are a humble and self-reliant bunch. Unbeknownst to its people, the small town hides a sinister secret, some of the residents of Somber Hill belong to a cult that worships a long dead entity. Known only as The Dark One by their followers, this ancient being once called Old Somber Hill home. Their dark master is entombed in the catacombs beneath the town, and the cult hopes to resurrect their master with a blood sacrifice. The Crypt of Somber Hill is a Setting Neutral adventure and thus can be easily included in any existing story-line with minor alterations and adjustments or outright slotted into any existing campaign setting.

Cover of The Crypt of Istaris
The Crypt of Istaris
AD&D
Levels 3–5
14 pages
0

It's all over (and literally so) after midnight. A mission with an unforgiving deadline. The characters must remove the magically-infused remains of a dead wizard and his medallion from a crypt. Pgs. 10-23

Cover of Curse of the Maggot God
Curse of the Maggot God
OSR
Levels 2–3
10 pages
0

A level 2–3 sewer adventure by Glynn Seal. PCs plumb fetid sewers and recently-revealed secret halls, in search of a lost worker. In these forsaken chambers, they may find answers and treasures, but may also come face-to-face with a bloated monstrosity and its depraved followers. For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of Adventures in Hawk's Rest
Adventures in Hawk's Rest
5th Edition
Level 1
37 pages
0

Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.

Cover of Priestly Secrets
Priestly Secrets
AD&D
Levels 2–4
20 pages
0

Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29

Cover of WGM1 Border Watch
WGM1 Border Watch
AD&D
Levels 1–3
38 pages
0

Greatwall is in peril - not from military forces of Iuz, but from lack of goods and supplies. Caravans from Willip have ceased thanks to increased dangers on the Willip Critwall Grabford Trail. As the key fort positioned to contain the Iuzian flood, Greatwall is a strategic necessity. Its failure would mean a major incursion along the border. Your characters are hired to escort a caravan from Greatwall to Willip; if its merchants are afraid to come to the fort, the fort will go to them. This should be simple, cut and dried guard job. Right? Of course not. There are many surprises in store for your little caravan, and your characters will need to keep their wits about them day and night in order to make it to the other end. Secret plans are afoot, conspiracies are brewing, and nothing is as it seems while on the Border Watch. This module uses information presented in the From the Ashes boxed set and the Iuz the Evil accessories. However, ownership of these two products is not necessary to play this module. TSR 9406

Cover of UK2 The Sentinel
UK2 The Sentinel
AD&D
Levels 2–5
38 pages
0

Not even memories of past glory live on in the gentle hills around the village of Kusnir. Today its people have more concern for commonplace things, like the harvest, trade, and the threat of death in the night! Kusnir is beset by a skulk. The attentions of such a creature are a curse on any community. Streets and alleys which ring to the voices of children by day become fearful, shadowy places by night. Men go abroad armed and in groups, while women and children stay behind locked doors and even there are not safe. But life goes on. The lot of the peasant is always hard, what cannot be prevented must be endured and, of course, things could be worse. Much worse. The skulk has begun to visit the village more and more often. Sometimes it kills, yet just as often it spares a victim, leaving clear signs of what it might have done had it wished. Its visits are now marked by strange and illegible symbols scrawled in blood on the walls of the buildings. The people are worried, helpless, and desperate. Desperate enough to welcome adventurers. UK2: "The Sentinel" (1983) is the second UK-series adventure, the fifth TSR UK adventure overall, the first solo effort by Morris, and the first half of the two-part Adlerweg series (whew!). It was run as a tournament at the GamesFair '83 Open, then published later in 1983. TSR 9101

Cover of N1 Against the Cult of the Reptile God
N1 Against the Cult of the Reptile God
AD&D
Levels 1–3
28 pages
17  0

"Terror by night! The village of Orlane is dying. Once a small and thriving community, Orlane has become a maze of locked doors and frightened faces. Strangers are shunned, trade has withered. Rumors flourish, growing wilder with each retelling. Terrified peasants flee their homes, abandoning their farms with no explanation. Others simply disappear. . . No one seems to know the cause of the decay -- why are there no clues? Who skulks through the twisted shadows of the night? Who or what is behind the doom that has overtaken the village? It will take a brave and skillful band of adventurers to solve the dark riddle of Orlane!" TSR 9063

Cover of Twilight at Eventide
Twilight at Eventide
5th Edition
Levels 1–3
32 pages
0

Twilight at Eventide is a 32-page collection of three short adventures designed for characters of level 1-3. In the village of Eventide, the walls separating the settlement from the Feywild are weak. And strange creatures stalk the surrounding forests. Dark forms worship their demigod in hidden caves. A darkling elder has returned to take what was promised to him. And people enter the woods never to return. The village is in need of heroes. Will you answer the call? In this product, you will find: a description and map of the village of Eventide a vivid cast of characters in the village a variety of detailed location maps, including an old mine, an abandoned farmhouse, a decrepit tower, and a ruin adventures that feature xvarts, darklings, dryads, and hags a combination of roleplay, exploration, and combat encounters

Cover of Factions of Phandalin - Iniarv's Tower
Factions of Phandalin - Iniarv's Tower
5th Edition
Level 5
29 pages
0

This book goes over the various rules around the faction of the Harpers in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. The adventure sees the characters on a mission to Iniarv's Tower, sent to search for the artifact, Bowgentle's Spellbook, and rescue the fellow Harper member, Brodven.

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of Old Olga and Young Yvonne
Old Olga and Young Yvonne
5th Edition
Levels 1–4
65 pages
0

Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)

Cover of Caermor
Caermor
AD&D
Levels 2–4
11 pages
0

Why would a town refuse to be rescued? A highland town faces a greater danger than can be imagined - and no one wants your help against it. In a remote village in the desolate north, a spate of murders and kidnappings has the town on edge. A woman named Gwendolyn goes missing and it is suspected that Albee is the perpetrator. However there is a conspiracy in the village that the heroes must unravel, to which they discover is actually the sinister plot of a devil worshiping cult. Pgs. 33-43

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of Cat & Mouse
Cat & Mouse
5th Edition
Level 1
24 pages
0

Who Do You Trust? In the cool streets and blazing bazaars, the word is out: a great treasure has gone missing in the Everlasting City of the Cat, and some very ambitious people have set their sights on it. Many paws and claws are out, and everyone is sniffing around for something rich and strange. It’s an odd time for a catfolk thief and a gnoll merchant to make very tempting offers to strangers in town. Or, perhaps it’s not odd at all. Get caught up in the hunt with Cat and Mouse by Richard Pett and Greg Marks! A perfect introduction to the Southlands campaign setting, and it fits neatly into any desert city where cats are sacred and rats are cautious and sly.