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Cover of Die Vecna Die
Die Vecna Die
AD&D
Levels 10–13
160 pages
0

The End of the World Is at Hand! A hideous death cult has seized control of an ancient artifact-monument known as Tovag Baragu. The power behind the cult is the Old One himself, Iuz the Evil, demonic master of an empire. He's on an all-or-nothing quest for supremacy over the world—and the heavens beyond. To stop him, heroes must face horrors never dreamed of, journeying to a shadowed city where Death rules and the living cower. Here, Iuz will achieve his mad dream by destroying the imprisoned master of that alien citadel: Vecna, the mightiest lich, an immortal demigod. Two items exist with the power to stop Iuz—the Eye and the Hand of Vecna—but using them carries fantastic risks. Not even the gods know what will be unleashed when these items are fully activated. Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil. However, none of the material from those settings is required for play. TSR 11662

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of The Ettercave
The Ettercave
5th Edition
Levels 2–4
8 pages
0

An ettercap and its flock of spiders invade an unspoiled forest protected by sprites. The sprites, desperate for help, recruit a party of adventures to aid them.

Cover of The Test of the White Stag
The Test of the White Stag
5th Edition
Levels 1–10
17 pages
0

The hunt for the white hind is the stuff of myth – according to legend, those who can keep up with the mystical stag will discover treasures lost to time. In truth, the heroes in these stories are being tested, but not for anything as simple as stamina. During the hunt heroes face hard fights, questions of morality and opportunities to show their skills.

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 Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason (Pathfinder)
Pathfinder
Level 1
65 pages
0

Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of Wicked Little Delves, vol 1
Wicked Little Delves, vol 1
5th Edition
Levels 1–3
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 new twist on the classic spiders-in-the-cellar, - a prison full of attack dogs, and - an abandoned cult lair full of pirate treasure and killer crabs. SYSTEM: Each monster has stats for Fifth Edition, Old School Essentials, and Into the Odd. These adventures are intended for characters at levels 1, 2, and 3. 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: Low Level / Combat / Exploration / One-Shot / Dungeon Delve

Cover of Castle of the Mad Archmage Expansion - The Museum and the Watery Caves (Level Three East)
Castle of the Mad Archmage Expansion - The Museum and the Watery Caves (Level Three East)
OSR
Level 3
30 pages
0

A museum of the Mad Archmage, it contains curiosities and treasures from all over the multiverse, and the challenges of the Watery Caves, which are a series of living caves connected by an underground river. This adventure can be used as an expansion to the Castle of the Mad Archmage mega-dungeon adventure, or as a stand-alone adventure. Published by BRW Games

Cover of GDQ1-7 Queen of the Spiders
GDQ1-7 Queen of the Spiders
AD&D
Levels 8–14
152 pages
0

Ranked in 2004 as the single greatest adventure of all time by Dungeon magazine, this is a compilation of three series of modules: the G series "G1-2-3 Against the Giants" (G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King), the D series (D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, D3 Vault of the Drow), and Q1 Queen of the Demonweb Pits. The characters begin by attempting to stop giant raids that have become prolific. They find out that the giant alliance is caused by the drow. They then descend into the Underdark in order to find the drow and stop their sinister plan. TSR 9179

Cover of Bzallin's Blackspher
Bzallin's Blackspher
AD&D
Levels 12–15
24 pages
0

Into the void. It all started with two wizards feuding now a sphere of annihilation and a daemon princess threatens the whole town. It is up to the party to stop things before the city is destroyed. Pgs. 24-47

Cover of Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason
Difficult Circumstances: A Prologue Adventure for What Lies Beyond Reason
5th Edition
Level 1
65 pages
0

Sometimes you can just be in the wrong place at the wrong time... Sheltering from a savage storm, a group of fledgling adventurers find themselves trapped by circumstances and powerful forces from a bygone age. Escaping from dark and dismal caverns, the heroes must brave a nightmarish trek through haunted and hostile terrain, pursued by an mysterious assailant to the very walls of Anduria – home of the greatest civilisation in the world. On the edge between madness and salvation, they must broker a deal with shadowy cults and political powers to determine not only their own fate, but potentially that of the Eternal City itself.

Cover of Nettles in the Fey
Nettles in the Fey
5th Edition
Level 4
50 pages
0

An inexperienced eladrin leader leaves herself dangerously exposed to her enemies. An exiled hag schemes to rebuild her army. A bog troll conspires to overthrow. A child is kidnapped. PCs find themselves in the middle of a power struggle between competing forces, each seeking to dominate the feywild territory known as the Unbound Regions. Trapped in the feywild until they complete the quest, the adventurers must deal with the curious culture of the fey by striking deals, battling opponents, and ultimately deciding which competitor they will support.

Cover of U01: Dark Days in Stoneholme (Fantasy Grounds)
U01: Dark Days in Stoneholme (Fantasy Grounds)
5th Edition
Levels 1–2
28 pages
0

Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.

Cover of X6 Quagmire!
X6 Quagmire!
BECMI
Levels 4–10
32 pages
0

Swamp creatures! They surround you now as you move slowly through the gurgling muck. How will you reach Quagmire now? Each day, the hungry sea swallows more of the ancient port city. A fierce fever ravages its people, and now - these foul monsters! Their beady eyes glimmer from deep within the tangled vines. Are these the creatures that have blockaded the city, turning away the ships that are the city's lifeline? Are these the scum that are starving the people of Quagmire, threatening an entire race with extinction? These creeps? Let's clean this jungle out! Quagmire includes a large-scale map that expands the D&D world and introduces new areas to explore. The adventure also includes new magic items and a special, expanded monsters section. Hurry! Hoist your colors, saddle your horse - go, before the city by the sea becomes the city beneath the sea! TSR 9081

Shards of The Day
AD&D
Levels 7–9
23 pages
0

a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark

Cover of Don't Leave the Path
Don't Leave the Path
5th Edition
Levels 1–2
13 pages
0

The companions find adventure outside Lake-town and are given the chance to discover why even the hardiest of adventurers shun the forest of Mirkwood and its depths. In the process, they go and see Elves, meet a crazed hermit, and stumble into a wood of ancient and angry trees. Published by Cubicle7

Cover of The Temple of Poseidon
The Temple of Poseidon
AD&D
Levels 7–10
16 pages
0

For the past several days, dozens of strong earthquakes have rocked the coastal area surrounding the underground Temple of Poseidon. Since the first quake, there have been a growing number of reports of strange events and macabre occurrences throughout the area. Several families near the temple have abandoned their farms and refused to return. They claim to have been terrorized by inhuman specters who prowled about their farms late at night. One of the farmers says he found a farm animal crucified and eviscerated in a ritualistic fashion on his front porch. Following the first tremors, all communications with the Temple of Poseidon, seemingly the center of the troubled area, were cut off. Messengers dispatched to the temple to request guidance from the Holy Oracle located there have not returned. Now the darkness has spread to this town. Unnatural births have occurred. Strange cries can be heard in the night, and there is a cowl around the moon. Magical divining has proven useless in naming the dark forces that invade. Many of the townspeople have already abandoned their homes and those who remain have but one recourse left: They have sent out a cry for hardened adventurers, experienced in dispatching evil. They must travel to the temple to discover the fate of the men there, and, if possible, elicit their help in destroying the growing heinous power. Pgs. 31-46

Cover of Madness at Gardmore Abbey
Madness at Gardmore Abbey
4th Edition
Levels 6–8
128 pages
0

This deluxe adventure takes heroes into the ruins of Gardmore Abbey, a monastery that was once the base of a militant order of paladins devoted to Bahamut. According to legend, the paladins brought a dark artifact back from a far crusade and stored it in their abbey for safekeeping, and evil forces gathered to assault the abbey and take it back. What the legends don’t tell is that this artifact was actually the Deck of Many Things, a force of pure Chaos. This adventure brings characters into the extensive dungeons beneath the ruins - dungeons that are warped and twisted with the raw forces of Chaos surrounding the cards of the deck.

Cover of Amarune's Adventures: The Nightmare Web of Adhe Wood
Amarune's Adventures: The Nightmare Web of Adhe Wood
5th Edition
Levels 10–15
17 pages
0

Located in The Vast north of the Sea of Fallen Stars, Adhe Wood is a small but deadly place. Legends swirl of a mysterious temple in Adhe Wood where statues of snakes hold massive emeralds. But the citizens of Sevenecho, the town nearest to Adhe Wood, seem to know nothing of this legend and refuse to speak of it. Travelers into Adhe Wood rarely return, devoured by the mutated spiders that lurk in the trees.