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Cover of Dark Lantern
Dark Lantern
4th Edition
Levels 6–8
38 pages
0

An agent of the King’s Dark Lanterns has stolen a cache of gold from the Brelish exchequer. Hunt him down, retrieve the gold, and thwart whatever else the rogue agent is plotting. Pgs. 28-65

Cover of The Haunting of Kincep Mansion
The Haunting of Kincep Mansion
4th Edition
Level 12
24 pages
0

Long rumored to be haunted by eerie specters, Kincep Mansion has stood for years, mostly untouched by nearby townsfolk. Now something is preying on the local villagers—something that comes from the house. Pgs. 46-69

Cover of Dragon's Breath Tavern
Dragon's Breath Tavern
5th Edition
Levels 3–5
21 pages
0

It’s been a long few days of travel and the adventurers are tired of eating rations and sleeping on the ground. The road opens to a small town with an inviting tavern. The smells of grilling meat and ale fill their nostrils and the sounds of laughter and music float out the tavern’s door. Unlucky for the adventurers, they’ve stumbled upon Dragon’s Breath Tavern. What starts out as a pleasant evening of food, drink, and entertainment soon evolves into an adventure that takes the party into and under Dragon’s Breath Tavern. The adventure includes roleplay, exploration, combat, and a dice game called Demon Dice. Although written in a non-specific location, this adventure could be run as a one-shot during the WoTC official campaign – Curse of Strahd. The adventure includes an isometric map and a top-down map of Dragon’s Breath Tavern. Available as PDF or for Fantasy Grounds.

Cover of I6 Ravenloft
I6 Ravenloft
AD&D
Levels 5–7
32 pages
0

Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075

Cover of Hail the Heroes
Hail the Heroes
AD&D
Levels 1–4
32 pages
0

The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.

Cover of Betrayed!
Betrayed!
AD&D
Levels 3–5
9 pages
0

While resting in the merchant City of Gurdikar, a merchant approaches the party to investigate the disappearance of his nephew, whom he believes was betrayed by a rival house. The party must go into the into the mountain valley to find the missing nephew, return him if alive and discover any evidence of suspected treachery. Pgs. 43-51

Cover of X2 Castle Amber (Chateau D'Amberville)
X2 Castle Amber (Chateau D'Amberville)
BECMI
Levels 3–6
28 pages
0

Trapped in the mysterious Castle Amber, you find yourselves cut off from the world you know. The castle is fraught with peril. Members of the strange Amber family, some insane, some merely deadly, lurk around every corner. Somewhere in the castle is the key to your escape, but can you survive long enough to find it? TSR 9051

Cover of Bark at the Moon
Bark at the Moon
4th Edition
Levels 5–7
43 pages
0

While camping in the wilderness, the characters find a tracker surrounded by wolves. Once the heroes dispatch the beasts, the tracker reveals that she is seeking aid in the fight against the darkness enfolding her community, Silver Lake. Should the characters help, they find the village terrorized by lycanthropes that hail from a tiny island rising from the mist-shrouded lake.The island is a fey crossing, and heroes who set foot on it find themselves in the Feywild, where a war is brewing; the lycanthrope clans are at each other’s throats, and many are turning their feral eyes outward to the rich lands beyond their secluded valley. To avert an unimaginably savage war, the heroes must rescue a werewolf lord from his captors and expose the conspiracy that threatens to drench the Feywild in blood...

Cover of How the Mighty Are Fallen
How the Mighty Are Fallen
AD&D
Levels 11–14
64 pages
0

As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540

Cover of Insidious Experiments
Insidious Experiments
5th Edition
Level 4
27 pages
0

Haedirn Lastlight is a respected elven wizard and sage. After the death of his lover Lyonthel, the elf has been overcome with grief and has locked himself away in his study- a small manor on the cliffs of Wailing Crag. Haedirn has not been seen for over a year now, and those that knew him are beginning to worry. Worse still, a band of ogres has been terrorizing the nearby town, slaughtering the town folk and haughtily boasting the elf wizard is dead. The PCs must put a stop to the ogres' attacks, make way to Wailing Crag to root out the rest of their gang, and lay Haedirn Lastlight's tortured remains to rest.

Cover of Steading of the Hill Giant Chief
Steading of the Hill Giant Chief
4th Edition
Levels 12–14
27 pages
0

Faced with an unusual alliance of giants raiding the countryside, the party must venture into the steading of hill giant chief Nosnra and uncover maps to the locations of the other giant strongholds. “Steading of the Hill Giant Chief ” can be run as a stand-alone adventure, or you can play it as the first part of a four-part series that continues with “Warrens of the Stone Giant Thane” (Dungeon 198), “Glacial Rift of the Frost Giant Jarl” (Dungeon 199), and “Hall of the Fire Giant King” (Dungeon 200). The adventure is part of the Against the Giants series originally by Gary Gygax, hence the writing credit.

Cover of Trials of the Softoy Valley
Trials of the Softoy Valley
5th Edition
Level 5
4 pages
0

Long ago, the eight tribes of the Softoy Valley put aside their differences and united in peace to erect a great monument to test the mettle of their young men and women. Only by defeating the challenges and guardian of the monolith could a child demonstrate their strength and wisdom to complete their coming of age in the community. All of the tests can be defeated by mind or might in recognition that each member of the tribe has unique skills that can benefit everyone. Although the tribes are long since gone, the monolith remains for adventurers to test their skills.

Cover of DDAL08-03 Dock Ward Double-Cross
DDAL08-03 Dock Ward Double-Cross
5th Edition
Levels 1–4
27 pages
0

Part Three of the Umbral Aristocracy Trilogy. You’ve been set up. However, the man you were set against is more than willing to forgive and forget, if you are willing join forces to seek a terrible vengeance.

Cover of Dark Legacy of Evard
Dark Legacy of Evard
4th Edition
Levels 1–3
63 pages
0

Many years ago, Evard came to Duponde to destroy his rival Vontarin, a powerful wizard who lived in a manor at the edge of town. The two mages met near the walls of the abbey of St. Avarthil and dueled all night long with black spells, laying the old monastery in ruins with their magic. In the morning, the surviving friars found Evard dead in the wreckage and buried him in the town’s graveyard. Vontarin was never seen again. Now, almost fifty years after his death, Evard’s final curse is about to descend on the town and everyone within it. Also available in Dungeon Magazine #219 Pgs. 30-90

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of Army of the Unseen
Army of the Unseen
5th Edition
Levels 1–4
37 pages
0

A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.

Cover of Hunt for the Hallowed
Hunt for the Hallowed
5th Edition
Levels 5–6
17 pages
0

The Nobriskovs are a proud and pious noble family beset by troubles they wish to keep quiet. When their angelic daughter is abducted by duergar slavers, the player characters are asked to surreptitiously rescue her from her captors. However, the distinction between predator and prey blurs as they discover the noble scion's secret. What's included? 1 hair-raising adventure divided into single-page sections for easy running 3 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 4 statblock variations for cursed creatures in addition to detailed mechanics on implementing a more virulent strain of lycanthropy 6+ ending permutations based on what the player characters do and how they do them Content Warnings: Violence, death, abduction, slavery, horror

Cover of DDAL08-01 The Map With No Names
DDAL08-01 The Map With No Names
5th Edition
Levels 1–4
14 pages
0

Part One of the Umbral Aristocracy Trilogy. Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the map into your hands, you have the chance to become wealthy beyond your wildest dreams. But you’re not the only ones with that dream. The chase is on. A Two-Hour Adventure for Tier 1 Characters.

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044

Cover of River of Blood
River of Blood
3rd Edition
Levels 7–9
48 pages
0

For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?