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Cover of Flowers in the Dead House
Flowers in the Dead House
5th Edition
Levels 1–4
20 pages
0

"An ancient curse has fallen over the righteous Kelemvor's Dead House! Among the infested corpses, a mystery awaits to be solved." Flowers in the Dead House is a 3-4 hour urban adventure for 1st-4th level characters. Adventure features: - A mystery-centered urban adventure. - A setting-neutral proposal, with guidance to play it in Baldur’s Gate or Waterdeep - Scaling guidelines for Average Party Level (APL) - A new item (Kelemvor’s gas mask) - A new creature (Primordial vengeful spirit) - Digital maps for each area with a printer friendly version

Cover of Honor Among Thieves
Honor Among Thieves
5th Edition
Levels 5–6
12 pages
0

When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking. If our plucky adventurers ever want to see their loot again they’ll need to help him wipe out a band of murderous house-breakers that aren’t just spooking potential targets, but are behaving in a most ungentlemanly fashion while doing so. One way or another, there’s going to blood spilled in the shadows tonight!

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 Tiny Weird Adventures: Urban Edition
Tiny Weird Adventures: Urban Edition
5th Edition
Levels 1–3
51 pages
0

Short adventures and persistent random encounters to shake up the streets of your city! Tiny Weird Adventures: Urban Edition is a collection of short Tier 1 adventures to be used in conjunction with the Fifth Edition of the most popular fantasy RPG of recent times, easily adaptable to your medieval fantasy game of choice. You will get 6 urban-themed adventures to enhance your game with stories of exploration and intrigue around a big city. Each adventure describes short-lived events that can range from a short random encounter to a one-shot adventure. Each adventure has its own Weird Rumors and Unfolded Paths that will help you expand your campaign in new directions. Content 6 Tiny Weird Adventures! The Creepy Handshake: In the midst of a major crime wave, adventurers are hired to find a lost "pet". His identity, however, is somewhat peculiar... The Trickster Sword: In the big city, not all that glitters is gold: play this adventure to meet a magical weapon from another world. Vengeful Trash: What happens when a faith man loses patience? The gods aid him, of course! Help maintain order in the city or face the weirdest kind of creature ever seen! Sick City: Living behind the great walls of a big city may seem safe, but what if the real danger comes from within? There is no time for quarantine: cure the curse that falls on the population or go insane forever! A Love Supreme: After an unresolved event, two souls separate. Is every form of love valid? Play to find out! The Mug Mystery: In a newly opened tavern, a picture of a bald dwarf holding a mug is getting everyone’s hair up. Appendix with tables to generate NPCs instantly! A multitude of names of various types: human (male, female and neutral), elven, dwarf, dragonborn, orc, and surname for Halflings. Additional rules to give your NPCs more color, granting them Desires and Personalities. Quick custom NPCs creation according to its stat block: generate specific Personalities and dDesires for your guards, thieves, and town clerics. 5 new monsters and antagonists! Use the bizarre and smelly Garbage Golem and scare your players with the fury of rot. Add an extra dose of horror to your game with Unraxda, the demon of subterfuge and violence, able to possess and control his victims Meet little Crawly, the best undead rogue in town. Populate your encounters with the Fragile Zombie and give your players the opportunity to make their way across the battlefield by slicing through these weakling monsters! Lopo the Necromancer is the low Tier version of an end-of-campaign boss: perfect for starring in a battle full of evil minions.

Cover of Weekend at Strahd's
Weekend at Strahd's
5th Edition
Levels 5–10
12 pages
0

Experience this totally wicked two-hour adventure for 3-6 characters levels 5-10 from the fantabulous minds of Anthony Joyce and Oliver Clegg! Whoa! You’ve just killed Strahd but his body remains?! How can this be?! Lead your party on a retro journey through Castle Ravenloft to collect five pieces of a powerful artifact known as the Pentaforce to summon a powerful entity that can put an end to Strahd’s reign once and for all! Experience the rad music of the 1980’s as it guides you from room to room, confronting horrors like the Brunch Club, Ghost Hunters, thrilling zombies, Ricky Roll, the Loonies, Prom (Barovian Winter Fantasy ‘86), a flash-dance off with hags, aerobics with undead, Jeremy Krawfjord, Kris Purkens, and much more! This 1980’s inspired PDF is professionally designed and illustrated by Gordon McAlpin (Creator of Death by Goblins!). Inside you’ll find hyperlinks to each creature and their stat blocks on D&D Beyond accessible for free! This PDF also includes hyperlinks to a curated “Weekend at Strahd’s” playlist on Spotify so you can wow your players and relive the epic music of the 1980’s as you put an end to the reign of Strahd von Zarovich! This adventure does not require players to have played Curse of Strahd, nor does it spoil anything in Curse of Strahd. This adventure is designed to play casually as a one shot in a tubular party atmosphere, it’s soooo bodacious. P.S. One player plays as Strahd’s corpse...yes, you read that correctly...one lucky player gets to play the entire time as the corpse of Strahd! Oh, and the player that dies the most wins a crayon drawing of Frankenstein Ronald Reagan. Enjoy!

Cover of Curse of the Brine Witch
Curse of the Brine Witch
Pathfinder
Levels 1–3
28 pages
0

After being singled out by a mad prophet as the ones who must defeat the Brine Witch, the PCs are hired to uncover the secret of the plague of curses. This is the first of a series of connected adventures contained within Return to Freeport. All six adventures together should take characters from 1st to 12th level. Adds a new creature template: Sand-blighted

Cover of The Rat Trap
The Rat Trap
AD&D
Levels 6–10
18 pages
0

Dirty rotten scoundrels. Carn Perrin needs an exterminator. A city is plead with ware rats. Its up to the party to find their lair and kill the rat king. Pgs. 38-55

Cover of Waterdeep: Dungeon of the Mad Mage
Waterdeep: Dungeon of the Mad Mage
5th Edition
Levels 5–20
320 pages
1

In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!

Cover of Ghostlight
Ghostlight
5th Edition
Level 1
22 pages
0

A mysterious ship emerges from the dark ocean mist, its lantern-lit deck silent and empty. When invisible hands cast lines and ropes over to the characters, will they accept the invitation to board and enter the secret afterlife of departed sailors? Ghostlight is a nautical sword-and-sorcery adventure and includes: -A haunting foray into the afterlife for good and evil sailors -A mad witch, a dashing rat pirate, and a tavern full of departed souls -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of FA1 Halls of the High King
FA1 Halls of the High King
AD&D
Levels 6–8
71 pages
0

Someone in the misty, wooded Moonshae isles needs hundreds of brand new swords taken under guard from Sword Coast smiths to a certain place on the Isles. The swords are needed so badly, and their safe arrival is considered so unlikely, that someone is willing to pay adventurers a lot of gold - someone fairly important. Adventures foolish enough to take assignments too good to be true (or merely desperate for coins) will soon find themselves embroiled in a dark and mysterious struggle against evil that will take them into sacred groves, crumbling castles, and through ancient magical gates to the halls of the High King - and beyond -- An adventure that takes place on the Moonshae Isles, in which a mid-to-high level party fights against the encroaching darkness of The Cult of Bane. Although helped by the Harpers, players will have to uncover the plans of the cult, and thwart them where possible. Preventing the summoning of the "Godson", a manifestation of Bane's evil. Part of the "Forgotten Realms Adventure" series, this is FA1 - Halls of the High King. FA2 is "Nightmare Keep" TSR 9301

Cover of Blood & Gold
Blood & Gold
5th Edition
Low, Medium Level
9 pages
0

Blood and Gold is an adventure involving crime, drugs and vampires. The quest takes place in an urban area and can be played in any (low) fantasy campaign setting. This scenario features a new captivating and deadly drug. The storyline is hardboiled and probably better fitting for characters of low morality, who won’t take to heart when it comes down to beating people in order to extract information and working for thugs and criminals. Still, the party can be kindhearted and their reasons for meddling with a shady crowd can be for a just cause. But by the end of the day, they themselves will be tempted with the pleasures of sinister life. Adventure Synopsis: Vampire Aris is a self-proclaimed prince of thieves and murderers. He is a ruler of the underground and a demon of night. Aris rose to power through gold and a drug he created from his own blood. Red Sinew is highly addictive, but gives pleasure mortals can’t resist. Aris is a sole vampire who knows how to create this potent toxin, or at least that’s what he thinks. Couple of months ago, his business got stale. There is a new dealer on the street who did not only steal Aris’ local customers but also his exporters. The ancient Vampire is furious as his dominion is shaken. He is set on revenge and blood will be shed, mortal and immortal alike.

Cover of River Crossing
River Crossing
5th Edition
Levels 1–6
9 pages
0

This module contain three handy encounters for the time your players have to face a mighty river. The encounters are varied and can be faced with violence or wits, wathever you players choose to. The encounters leads from one to the other so you can run the three in the same session if you are lucky or you can save some for another river. The encounters are adjusted for characters level 1, level 3 or level 6. "You reach the bank of the river but the bridge is not there, your calculations were a little of. The river runs strong and wildly. What do you do?" -------------------------------------------- Este módulo contiene tres útiles encuentros para cuando tus jugadores se encuentren con un poderoso río. Los encuentros son variados y pueden ser enfrentados con violencia o con ingenio, lo que tus jugadores prefieran. Los encuentros pueden encadenarse uno tras el otro así que puedes tener la posibilidad de utilizar lo tres en la misma sesión o guardar alguno para algún otro río. Los encuentros están ajustados para jugadores de niveles 1, nivel 3 o nivel 6. "Leegan a la rivera y el puente que estaban esperando encontrar no está allí. Sus calculos fueron erroneos. El rio corre rapido y salvaje. ¿Que hacen?"

Cover of Kalzok's Hideout
Kalzok's Hideout
5th Edition
Medium Level
15 pages
0

Kalzok the Minotaur pirate discovered an old smuggler's hold on a tiny island in the Nelanther Isles, not far from Nemessor. The island sits amid a dangerous archipelago encircled with scores of hidden shoals that is avoided by all but the most daring or foolish navigators. The area's waters are notorious for claiming the ships of unwary sea captains who tried to steer through the gauntlet of hidden reefs. This offering includes an overview of Kalzok's island along with the details of Kalzok's hidden lair.

Cover of Everyone Lies
Everyone Lies
5th Edition
Levels 1–3
9 pages
0

Multiple groups seek a thug’s girlfriend through the streets and alleys of Zobeck. The adventurers’ lives may depend on finding her first.

Cover of CCC-SRCC01-01 Trouble in the Old City
CCC-SRCC01-01 Trouble in the Old City
5th Edition
Levels 1–4
30 pages
0

The town of Ylraphon on the border of the Flooded Forest has been targeted by the yuan-ti. One of them has uncovered an ancient ritual to change the people of the area called the Old City into their servants. Can the adventurers stop the yuan-ti in time? The whole of the Moonsea may be at risk if they fail. Published by Mount Ogden Gaming Company.

Cover of DDAL04-11 The Donjon
DDAL04-11 The Donjon
5th Edition
Levels 5–10
28 pages
0

The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.

Cover of No, I'm The Real Me!
No, I'm The Real Me!
5th Edition
Level 3
1 pages
0

About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd level characters.

Cover of DDEX03-05 Bane of the Tradeways
DDEX03-05 Bane of the Tradeways
5th Edition
Levels 1–4
30 pages
0

Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.

Cover of DDAL07-04 A Walk in the Park
DDAL07-04 A Walk in the Park
5th Edition
Levels 1–4
17 pages
0

A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.

Cover of Sons of Gruumsh
Sons of Gruumsh
3.5 Edition
Levels 4–8
31 pages
0

This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.