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Cover of The Black Monastery
The Black Monastery
Pathfinder
Levels 7–10
83 pages
0

The Legend of the Black Monastery Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story-tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins. The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation. The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms. Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms. With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery. From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery. Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more… People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals…people without influential families…but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields. Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God. These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members. The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers. The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war. The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and magical energy. The Black Monastery was never actually taken. The king’s forces drove the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire. Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed. But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months…each appearance longer than the first. There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery.

Cover of The Vault of Larin Karr
The Vault of Larin Karr
3.5 Edition
Levels 4–9
113 pages
0

Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure

Cover of Shadowed Keep on the Borderlands
Shadowed Keep on the Borderlands
Pathfinder
Levels 1–2
97 pages
0

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.

Cover of Tower of the Stargazer
Tower of the Stargazer
OSR
Level 1
16 pages
0

Legends tell of a wizard so arrogant that he felt the entire sky was naught but a lens for him to view the stars. So great was the hubris and defiance of this man that the gods smote him with the power of storm and fire. Oh did the wizard laugh at such a pathetic gesture. He did not fear the gods, for he drew his knowledge from something greater. Something darker. The legend of this wizard grew, first whispered by men in fear, and later in awe. The wizard, they said, attacked the gods just as they had attacked him. And his joy only grew as the land around him died. But then there was no more news. No more talk. Something had finally brought the wizard low, for though the sky still blazed down on him and his abode, he no longer blazed back. And now you’re going to walk right through this wizard’s front door.

Cover of Dungeon Crawl Classics #17: Legacy of the Savage Kings
Dungeon Crawl Classics #17: Legacy of the Savage Kings
3.5 Edition
Levels 4–6
40 pages
0

For centuries, the Great Swamp has hidden hints of an ancient culture of barbarian kings. While passing through this miserable bog, the PCs encounter Stygoth the Damned, a half-dead black dragon driven mad by a mysterious disease. Delving further, the heroes discover that the disease is tied to the very swamp itself. A great corruption once infested this place, destroying the savage barbarian kings and leaving only mighty statues as their legacy. Now this corruption has returned, and a terrible Witch Queen is mining the corrupted swamp-earth to produce evil, blighted artifacts. In order to stop the spread of these evil weapons, the heroes must enter the ancient caves of the savage kings, put to rest the corrupt legacy of their downfall, end the disease that scars the land, and then face off against the Witch Queen herself.

Cover of Treasure of Talon Pass
Treasure of Talon Pass
4th Edition
Levels 2–3
30 pages
0

In Treasure of Talon Pass, the player characters explore an ancient mountain garrison in search of a jade chalice reputed to be worth a small fortune. But the path to the jade chalice isn’t easy. A dragon and its kobold minions have taken up residence in the garrison, and some undead soldiers from long ago still haunt its halls as well. Nor are the PCs the only ones seeking the jade chalice. A band of orc mercenaries known as the Nightfists are after the chalice . . . and they arrived at the dungeon only minutes before the PCs

Cover of Scourge of the Sword Coast
Scourge of the Sword Coast
5th Edition
Levels 2–4
85 pages
0

The first part of the Dreams of Red Wizards adventure path originally published for the D&D NEXT Playtest. Following the events Ghosts of Dragonspear Castle, a new set of adventurer's will see some of the repercussions of that adventure. This adventure is intended to be continued in the Dead in Thay adventure (Note that they Dead in Thay 5e adventure featured in Tales from the Yawning Portal is missing a significant portion of interlude that links Scourge of the Sword Coast to the events within the Doomvault). The adventurers arrive when Daggerford is crowded with refugees from outlying lands. Goblins, gnolls, and orcs have been raiding the countryside. Now, food is scarce and tension is high. Blame for a theft has fallen on the refugees, and the Duke of Daggerford has forbidden more of the displaced from coming into town. After overcoming difficulties to enter Daggerford, the characters learn more about the raids. As they fight against the humanoids and delve deeper in the darkness that encircles Daggerford, the characters learn of Bloodgate Keep. After a final fiendish ambush, they’re ready to confront the real threat to the area. DM Note: This adventure points the adventurers strongly towards Bloodgate Keep but that location does not appear until the Dead in Thay adventure; at several points the party may feel drawn to explore that location rather than continue their investigations around Daggerford. However, since Bloodgate Keep is only eluded to as a source of great evil power, it can serve to easily segue to an entirely different adventure path. As a NEXT Playtest adventure, Scourge of the Sword Coast uses milestone leveling and the included stat blocks for creatures do not necessarily match or even appear in the 5e Monster Manual, nor do they have XP values or challenge ratings. In some places it will reference rules used in the Playtest but dropped or changed in the 5e release, these are unlikely to substantially impact gampley with 5e rules.

Cover of Tower of the Pale Lady
Tower of the Pale Lady
5th Edition
Levels 1–4
23 pages
0

"A hundred-year curse caused by a group of adventurers slowly turned a tower and the hills around it into a region touched by the very finger of death, where life is incapable of thriving. As the curse grows in power and reach, on its way lie the town of Beregost, whose population now suffer, sicken and die every day under these nefarious powers. The government and local clerics infrutiferously attempt to remedy the situation, while desperately seeking any who could help them." Tower of the Pale Lady is a 4-hour adventure for a group of 1st-4th level characters. It is set in the town of Beregost, at the southern edge of the Sword Coast, in Faerûn, in Toril, in the Forgotten Realms. However, with little modifications, you can run this adventure in whatever world you wish. This adventure includes NPCs related to the story and to the Forgotten Realms, which might bring your players to other different plots as they play through. New ways of using old spells and items, presented as introduction to reinforce creative possibilities throughout play.

Cover of DDEN2 Princes of the Apocalypse
DDEN2 Princes of the Apocalypse
5th Edition
Levels 1–4
53 pages
0

In this prelude to the full Princes of the Apocalypse campaign book, adventurers face off against the influence of Elemental Cultists in the hills and canyons of the Dessarin Valley. The four mini-adventures within are only tangentially related to each-other, and instead serve as starting points and hooks for the plots of the complete Princes of the Apocalypse Campaign. Players start in the well-described town of Red Larch; first investigating a local necromancer, then uncovering cult influences within the town, and finally heading off to infiltrate or do battle with two small elemental cultist strongholds. All parts of this adventure can serve as great places to seed hooks for other campaigns.

Cover of Sewers of the Underguild
Sewers of the Underguild
5th Edition
Levels 11–15
12 pages
0

Sewers of the Underguild is an adventure designed for characters of at least 11th level, and characters up to 15th level will find plenty of challenges. Hidden within these narrow passages and filth-filled channels is a guild of vampiric rogues, led by their master Sangre and his aide, a nycaloth called Ankoz. Deadly traps abound, so a skillful rogue will be a lifesaver. Because of the high likelihood of desperate combat with numerous vampiric and monstrous opponents, it is suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ruin or location that fits your campaign purposes. A thriving metropolis that just happens to have a large crime and vampire problem would fit the bill nicely. In the Lost Lands campaign setting of Frog God Games, the Underguild is located in the sewers beneath the ruins of Curgantium, the ancient imperial capital of lost Hyperboria. Located at the edge of the modern Kingdom of Foere, the Underguild still finds itself located centrally enough to pull the strings of its weblike network running throughout the former lands of the Hyperborian Empire.

Cover of Dark Sun: Fury of the Wastewalker
Dark Sun: Fury of the Wastewalker
4th Edition
Level 1
82 pages
0

On a trade road to the city-state of Tyr, a caravan is assaulted by a deadly obsidian shardstorm, forcing the survivors to band together and navigate the wastes to safety. But the force of nature that destroyed the caravan is under the malevolent control of the being known as the Wastewalker, who will stop at nothing to see the end of those that escaped his initial wrath. Can the heroes reach the Ringing Mountains before it’s too late?

Cover of The Halls of Runehammer
The Halls of Runehammer
5th Edition
Levels 0–4
95 pages
0

The Halls of Runehammer is a classic dwarven dungeon crawl for 5th edition dungeons and dragons. The core adventure module is desigend for characters who are second level and should take a party up to 4th level. 150 years ago a horrible plague called the Red Death swept the known world. When faced with the destruction of their entire clan some of the dwarves of Runehammer turned to a dark evil in an attempt to survive. Until recently that evil lay dormant, but now it threatens to engulf the entire region surrounding the Halls of Runehammer including the small town of Last Stop. Features over 8 episodes of encounters flled with action, excitement, and danger Blaze your own path or choose from two sets of pregenerated characters; one party of dwarves and one party of the canon characters for the Asnar: The Last Kingdom campaign (digital download) Contains 25 available digital maps for high quality printing or use with Online systems like Roll20 (digital download) Comes with Combat Encounter sheets for most combat encounters to help speed up your game play (digital download) Comes with a fully printable puzzle ring trap for Episode 7: The Pump Tower Contains 30 pieces of artwork created just for this adventure and 14 additional licensed pieces of artwork

Cover of Fosc Anansi - Shadow of the Spider Goddess
Fosc Anansi - Shadow of the Spider Goddess
5th Edition
Level 6
52 pages
0

Silent crawlers with a venomous bite. Web spinners, creating sticky, beautiful homes that double as deadly traps. Nature’s most artistic killers. What fools would grow these tiny killing machines into the size of ponies or even larger? Gnomes! Opportunistic dark gnomes, looking for profit, who stumbled upon an inter-dimensional substance—experimental, yet undoubtedly powerful. Then something came creeping down the strand that connected the spiders to the inter-dimensional world, a shadow—the Shadow of the Spider Goddess! This adventure is designed for 5e for 4-6 characters of 6th level. The adventure is designed to link to the Lands of Lunacy setting from Fail Squad Games, but has been adapted to be run in any setting with no additional GM or player effort. The hold of Nevnooblin contains steam technology and creatures.

Lochfell's Secret
3.5 Edition
Level 15
16 pages
0

Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? Someone in Lochfell knows the answer, and it's up to the PCs to find it out. Lochfell’s Secret is a short D&D adventure for four 15th level player characters (PCs). The story is set in and around the port town of Lochfell. You can place the action in any section of your campaign world where a coastal town on a bay might exist. If there is a small town that the PCs visited in a past adventure but haven’t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of The Dungeon of Death
The Dungeon of Death
AD&D
Levels 5–9
32 pages
0

A sinister demon Fledgling trying to become a mighty Nabassu lures the adventuring party to a dungeon with a cruel history. The dark walls of the dungeon holds more terrors than just scary monsters and deadly traps. Will the adventurers figure out that they are nothing more than the next meal before reaching the waiting demon of the dungeon?

Cover of City of the Dead
City of the Dead
5th Edition
Levels 3–5
20 pages
0

City of the Dead A 4th Level adventure for 4-6 players A strange thief wandered into Waterdeep and stole from the wrong person. Now, he has died of “natural causes” on his visit to the City of Splendors. Having no known friends or relatives, he was hastily buried, along with his possessions, at Waterdeep’s Cemetery (The City of the Dead) in The Road’s End Tomb. While the PCs are dining in the taproom at The Dripping Dagger Inn, they are approached by a stranger who claims that the unknown man had stolen a necklace from his employer, and he needs the adventures to reclaim it. Unfortunately, the thief’s fresh corpse has been pilfered by a dire evil with unknown motives. What starts off as a simple recovery mission, turns into a fight for survival in the City of the Dead. The Adventurers must solve the mystery and destroy the evil that lurks beneath the cemetery, if they are to succeed in their quest and escape with their lives!

Cover of Jungle Politics
Jungle Politics
5th Edition
Levels 3–5
8 pages
0

Frog-Emperor Tadpool has led his people to the wonderful warmth of the jungle peninsula, and seeks to be part of the grung village of Dungrunglung. However, he'll need some impressive gifts if the grungs are going to let their poison-less cousins move in. The adventurers will assist the king's aide, Pond-Dredger, in completing these tasks. This adventure should take approximately two hours and is designed for a party of four players, ranging from levels 3-5. Jungle Politics is a short, lighthearted module that can help facilitate the player's introduction to Dungrunglung. If aided, the bullywugs can translate the grung language to common, an invaluable asset when dealing with a race that speaks only one language and who are known for poor tempers.

Cover of Vecna Reborn
Vecna Reborn
AD&D
Levels 5–7
64 pages
0

A chance encounter on the road marks the heroes as targets for an evil cult attempting to cause the rebirth of the lich god Vecna in the domain of his arch-foe, Kas. This act will free their master from his misty prison and allow him to gain vengeance upon his enemy at the same time. To learn more of the cult’s mysterious plans, the characters explore a cache of ancient lore in Tor Gorak, the major city in Tovag. Clues lead them right to the heart of Cavitius, Vecna’s own domain. There, they must discover the secret way into the Shadowed Room, an ancient library that no longer exists in time or space yet can still be reached by using an arcane ritual. Learning this secret brings the heroes into conflict with Vecna’s priesthood and their powerful servants. TSR 9582

Tower of the Ascendants
4th Edition
Levels 1–3
35 pages
0

A ten-part, fourthcore megadungeon designed to take a party of 4-6 players from level 1 to level 10. The Voice of All spoke three times before falling into silence. The first time to give shape to the Ancients. The second to give them the world as their domain. The third to build the TOWER for the war that was to come. And war did come. The Ancients, primordial warriors charged with protecting the world, were subverted by three great crusaders, vindictive and powerful. The Ancients were stripped of immortality and cast from the heavens to serve and suffer with the rest of humanity. The crusaders claimed new bodies for themselves, and became the Triumvirate, god-tyrants of all realms. The long line of descendants of the Ancients is dwindling, along with humanity’s last hope. What few remain have gathered to enter the TOWER OF THE ASCENDANTS. Crumbling stone tablets of ages forgotten say that a mortal who ascends the TOWER that pierces the heavens and slays the gods who dwell in its highest bower will reclaim lost immortality.

Cover of Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder
Level 1
96 pages
0

When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?