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Cover of M1 Into the Maelstrom
M1 Into the Maelstrom
BECMI
Levels 25–30
32 pages
0

Alphatia, the most ancient empire, land of the arcane and obscure secrets. It has grown for centuries and its might now overshadows the cauldron of civilization. Some say the Alphatians come from elsewhere, but no one knows for sure. Beyond the scope of mortals broods an evil mastermind, still in darkness. Once a betrayed emperor of ancient Alphatia, now an entity of the Sphere of Entropy, he seeks revenge on the greatest empire and on the race of man. His plots brought a deathly fog on all of Norworld. Perhaps it will extend to the southern nations. The matter is grave, so much that lords of the spheres have now to show their might. For them, it is time for mortals to intervene. Man defends his cause for him to earn divine favor. A great armada has been raised and able commanders must be found. Prove your worth, and the eternal portals of the spheres may open for you. TSR 9159

Cover of The Laughing Horde of Ruin, Part 1
The Laughing Horde of Ruin, Part 1
5th Edition
Levels 1–3
97 pages
0

Chapter 1 - When a relative of someone close to the characters goes missing from a nearby village, the players are asked to investigate. The party has to recover stolen goods from a thief before setting out from the City of Ravens Bluff. They travel through the wilds of Vesperin in search of the missing person, finding trouble and helping locals along the way. Chapter 2 - As the journey continues, the party arrives in a small hamlet suffering from a strange blight. The players will need to investigate the situation and choose sides in a longstanding feud between the mayor and a local magic user. Chapter 3 - After clearing a tribe of violent orcs from a nearby mountain pass to protect the residents of a town, the party will have to enter the lair of a long-dead dragon to rescue their quarry from a band of goblinoid slavers, where they discover an entrance into a dwarven city, lost and forgotten centuries ago. Chapter 4 - The party will have to traverse the ruins of the dwarven city, avoiding hazards and battling the horrors that lurk there, to uncover the identity of the slaver's leader. A discovery that will lead them through a treacherous forest to the city of Tsurlagol in search of a pirate ship called the Star Carver, and its drow captain, The Viper's Kiss. Along the way, they meet an unlikely ally. Chapter 5 - Once they arrive in Tsurlagol, the players will have to choose between gaining the assistance of the city council to fight the pirates head on, or making a deal with the Viper's Kiss, herself. The path they choose will either lead to an epic battle on the Sea of Fallen Stars, or into the deadly sewers and tunnels beneath the city to face an enclave of wererats, undead, and a tribe of mad, kraken-worshipping kuo-toa, in search of a fabled relic. The Laughing Horde of Ruin, Part 1 is the first module of an original 5e adventure campaign. It is designed for character level 1-5, and uses material from the Dungeon Master's Guide, Monster Manual, and Volo's Guide.

Cover of The Fiddler's Lament
The Fiddler's Lament
Pathfinder
Levels 1–3
13 pages
0

Music hath charms to soothe the savage breast, it's true, but some music truly is the devil's music. This dark fantasy adventure is designed for characters beginning a gothic-themed Adventure Path campaign. An orphan raised by gypsies, now full-grown but still lost and alone, must face once more the tragic curse that destroyed her past. Will her darkling music bring ruin to the village she now calls her home? The adventure can help PCs gain additional experience and much-needed trust with the townsfolk even as they unravel the mystery of the haunted prison overlooking the town.

Cover of Palace of the Vampire Queen
Palace of the Vampire Queen
BECMI
24 pages
0

Dungeon Masters Kit - Number 1 Palace of the Vampire Queen For three centuries the peasants of the Dwarvish island of Baylor have feared the raids of the Vampire Queen and her minions. Sweeping down at night from the palace in the shrowded peaks of the island, they range even further in their search for blood. And not only blood - the children of dwarf peasants often disappear if they are so unfortunate as to be out at night. Even the cities are no longer safe. The most recent victim was the Princess of Baylor, daughter of King Arman, who was taken in a midnight raid on the capitol city of At Toe within past weeks. King Arman has offered fabulous riches and land holdings with titles to the person or persons who can brave the stronghold of the Vampire Queen and return his daughter to him alive and well. But, in truth, he holds little hope. For even King Arman, Ruler of Baylor, Defeater of the Ten Orc Tribes, is afraid in his heart to face the Vampire Queen. Published by Wee Warriors, Distributed by TSR

Cover of Curse of Strahd
Curse of Strahd
5th Edition
Levels 1–10
256 pages
2

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner—and you are invited. Spans levels 1-10.

Cover of Kill Bargle
Kill Bargle
3.5 Edition
Level 3
17 pages
0

The renegade magic-user Bargle is wanted, dead or alive. Rumor holds that he dwells in the bowels of a nearby abandoned keep, performing all sorts of foul sorcery. Only the truly brave, or perilously foolish, would dare to challenge Bargle in his own domain. Expanded dungeon of the BECMI red box sample dungeon.

Cover of Dead Man's Cove
Dead Man's Cove
3rd Edition
Levels 4–6
9 pages
0

A wealthy sea-trader hires the PCs to solve a pirate problem and recover stolen supplies. Almost 100 pirates have made base in a treacherous cove. When the PCs arrive, most of the pirates are at sea on a mission. A large host of pirates remain in the base and force PCs to be creative with their approach, as a direct attack would be met with an overwhelming swarm of pirates. Unknown to the player's as they scheme is that the ship will soon return with its massive crew. The treasure cave is guarded by the dead sailors foolish enough to try and steal from the captain, who is the only one who can enter the cave safely. Players must be creative to deal with the pirates in the base and the approaching ship while still securing the plundered supplies in the treasure cave.

Cover of The Wizard's Amulet
The Wizard's Amulet
5th Edition
Level 1
25 pages
1

The Wizard’s Amulet is a short, introductory adventure for six newly created good-aligned 1st-level characters. The adventure revolves around Corian, a fledgling Sorcerer. While an apprentice, Corian discovered a letter written by a wizard named Eralion, who it is said some years ago attempted to become a lich—and failed. Accompanying the letter was a mysterious amulet with strange markings. Joined by newfound companions, Corian set off in search of Eralion’s keep and his supposedly unguarded treasure. But Corian is not alone in desiring to unlock the mystery of Eralion’s fate. Darker, more evil forces have designs on the secrets reputedly hidden with Eralion—forces willing to stop at nothing to obtain… The Wizard’s Amulet.

Cover of To Cure a Kingdom
To Cure a Kingdom
AD&D
Levels 5–8
18 pages
0

A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25

Cover of The Ruins of Nol-Daer
The Ruins of Nol-Daer
AD&D
Levels 5–8
16 pages
0

Abandoned and forgotten ruins never are. He left the Abyss to visit his human mother, not realizing he was a century too late. Still, there was a lot he had left to do... An ancient castle, Nol-Daer, has of late become the site of frequent strange occurrences. Gargoyles and Blood Hawks roost in the keep's ruined towers, Dwarves have been disappearing from the nearby area, and a Cambion controls it all from the shadows. Pgs. 3-17 & 64

Cover of WS3.6 The Ogre Magi of Jade Rock
WS3.6 The Ogre Magi of Jade Rock
AD&D
Levels 7–9
12 pages
0

The Ogre Magi of Jade Rock is a companion adventure made to go along with the events unfolding in Folio#16 (WS3 Distant Turtle City). It contains information needed to run a side adventure that will help characters in their journey through Distant Turtle City. The Ogre Magi of Jade Rock has invited the characters to reclaim his lost home, and in turn collect valuable supplies of magical healing that will certainly be required to win the day against the corrupted forces of the city's fortified castle. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Dead in Thay 5e
Dead in Thay 5e
5th Edition
Level 9
55 pages
0

Szass Tam, the lich lord of Thay, and his Red Wizards threaten to dominate all of the Sword Coast. The Bloodgate, an elemental node of power, must be destroyed in order to stop him. Remake of the original 4th Edition adventure.

Cover of Rise of the Drow-5e
Rise of the Drow-5e
5th Edition
Levels 1–16
552 pages
0

Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.

Cover of Base of Operations
Base of Operations
3rd Edition
Level 5
7 pages
0

Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.

Cover of Grotto of The Queen
Grotto of The Queen
AD&D
Levels 6–9
16 pages
0

The Lantanese have lost their magical ship, but they aren't willing to fight for it. That's where your heroes come in. She's expecting you. A party of adventures has gone missing, and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop whatever force are at work on the towns people Pgs. 8-23 & 47

Cover of CCC-GHC-BK1-01 Into the Border Kingdoms
CCC-GHC-BK1-01 Into the Border Kingdoms
5th Edition
Levels 1–2
10 pages
0

"Night falls on the Border Kingdoms, a land rife with conflicts and schemes, where lords, counts, dukes, kings, and emperors rise, proclaim themselves, and are swept away with the speed and regularity of waves crashing upon a shore. As you settle in for the evening at a quaint little roadhouse by the name of Harker’s Cleaver, all seems quiet. Were the stories of this turbulent region just that, or have the Border Kingdoms yet to reveal their true nature?" A Two-Hour Adventure for 1st and 2ndLevel Characters The tavern the characters are staying at are attacked by skeletons. Where have they come from and why have they attacked?

Tomb of the Undead King
5th Edition
Level 3
22 pages
0

Launching the Unlock the Vault-series, this first installment sees the party search the royal crypt in the ruins of Wellsing for the fabled Shield of Ralfour - An artifact that, initially unknown to the party, also acts as one of the eight keys to break the seal on Aizendore's Vault of Tragic Treasure.

The Monsters Within
5th Edition
Level 4
13 pages
0

Wild transmutation magic suddenly blasts through the sleepy town of Pinebrook Dell, turning the inhabitants into classic D&D monsters! Can the party reverse the effects as they too begin to slowly mutate? This one-session adventure is a love letter to classic D&D. Every monster the party might encounter dates back to the earliest days of the game... and the players are slowly turning into monsters themselves! Mechanics are provided for players to start turning into monsters (Gelatinous Cube, Beholder, Mind Flayer and more!) as the adventure progresses, with fun puzzles tailor-made to highlight their monstrous new abilities. This module is for 4-6 characters at level 4.

Cover of DDAL07-01 A City on the Edge
DDAL07-01 A City on the Edge
5th Edition
Levels 1–4
50 pages
0

Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters

Knowledge is Power
3.5 Edition
Level 6
9 pages
0

A short adventure for the Midnight campaign setting from Fantasy Flight Games. Harried by pursuing Shadow forces, the adventurers take refuge in the fissures of a vast glacier. In these icy caverns they battle the risen remains of an orc tribe and make contact with a powerful potential ally.