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Cover of The Whispering Cairn
The Whispering Cairn
3.5 Edition
Level 1
34 pages
0

A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Pgs. 14-47

Cover of My Lady's Mirror
My Lady's Mirror
AD&D
Levels 6–8
23 pages
0

The heroes have spent the last several days in the quiet, secluded town of Relvaunt. Relvaunt's vineyards, wines, and scenic beauty are the subject of bards's songs, and many travelers journey long miles to visit them. Another site receives far fewer visitors--several miles east of town, partially obscured by woods and hills, stands the wondrous Castle Freitstein. As the heroes depart the town in search of adventure, an elderly couple approaches them. The woman suddenly clutches her chest and collapses in the street and the old man calls out to the heroes for help. Includes castle random encounter chart, a map of castle grounds and isometric castle level maps (four main levels, a tower level and a cellar level).

Cover of The Blood Vaults of Sister Alkava
The Blood Vaults of Sister Alkava
5th Edition
Levels 5–6
13 pages
0

Nightmare of Blood! The village of Karvolia has paid its annual tribute of blood to the Red Goddess—but this year, none of the donors returned. Now the priestess commands the village elders to send another dozen young men and women to the edifice of stone that looms on the cliffs overlooking the village: the dreaded Blood Vaults. The terrified elders are willing to pay adventurers handsomely to find a way to make this second tribute pass them by. Unfortunately, the latest set of donors has already entered the Blood Vaults, and are being prepared for the donation process…

Cover of Death Ascendant
Death Ascendant
AD&D
Levels 6–8
64 pages
0

Death Is in the Cards The remnants of the Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together you follow the trail through Darkon, the dark domain of the lich lord Azalin, to the city of Nartok. With an Unholy Alliance... Something very strange is happening in Nortok. The killers enter the Temple of the Eternal Order and don't come out. It seems that the state of religion of Darkon is giving succor to these assassins. To make matters more confusing, the Kargat, the domain's secret police, has put aside its feud with the Eternal Order and has a large contingent staying at the temple as well. These three organizations working together bodes ill for the residents of Nartok. ... And Schemes Within Infernal Schemes Great amounts of life energy are being collected for some foul purpose, although no one seems to know what exactly it is. The tarokka cards provide only mysterious glimpses of the future - a future in which a powerful evil sweeps the land and Death walks the world. Can you discover the truth of what is happening in the temple in time to avert the disaster predicted by the cards? Death Ascendant is a full-length adventure that can be run as a stand-alone scenario or as the second part in the Grim Harvest series. It contains a 64-page adventure booklet plus a full-color poster map detailing the Temple of the Eternal Order. TSR 9526

Cover of The Vault of Pallon the Pious
The Vault of Pallon the Pious
5th Edition
Level 2
2 pages
0

The Vault of Pallon the Pious is an adventure for four 2nd level PCs. A famous pirate captain came to worship a lawful god in his final years. After a lifetime of plundering, pillaging, scuttling, and murdering along the coastline, the fear-inspiring Pallon the Merciless rebranded himself as Pallon the Pious. But, a history of violence is a hard thing to reconcile, and the salty old dog slowly succumbed to madness. His most precious possession was a set of scales that reflected perfectly his own inner conflict. The Scales of Misjudgement are buried deep in the treasure room of his crazed rock-island vault.

Cover of Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder Adventure Path #1: Burnt Offerings (Rise of the Runelords 1 of 6)
Pathfinder
Level 1
58 pages
0

The Rise of the Runelords Adventure Path begins here, in the small coastal town of Sandpoint. Five years after a tragic fire and spate of brutal murders, the people of Sandpoint eagerly anticipate the Swallowtail Festival to commemorate the consecration of the town's new temple. At the height of the ceremony, disaster strikes! In the days that follow, a sinister shadow settles over Sandpoint. Rumors of goblin armies and wrathful monsters in forgotten ruins have set the populace on edge. As Sandpoint's newest heroes, the PCs must deal with treachery, goblins, and the rising threat of a forgotten empire whose cruel and despotic rulers might not be as dead as history records.

Cover of FRC1 Ruins of Adventure
FRC1 Ruins of Adventure
AD&D
Any Level
96 pages
0

A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight-they need you. Ruins of Adventure is a set of connected short adventures written by James Ward, David "Zeb" Cook, Steve Winter and Mike Breault-four names familiar to all AD&D game fans. It uses the same setting, locations and characters as the classic computer game Pool of Radiance by Strategic Simulations, Inc. In fact, many of the scenarios here in Ruins of Adventure will provide important clues to the successful completion of Pool of Radiance. TSR 9238

Cover of Tomb of the Overseers
Tomb of the Overseers
3rd Edition
Levels 3–5
11 pages
0

Nearly 100 years ago, Lord Eriador wrested the lands from the hands of evil and began a reign of unsurpassed courage, wisdom, and might that lasted over three centuries. One day this great man of valor was called onward to continue his battle for freedom and goodness on a higher plane of existence. Leaving the responsibilities of rulership to his faithful overseer, he donned his magical shield, helm, and sword and traveled to the Holy Maountain of Anduin to meet his destiny. Eriador left the overseer with this solemn promise: if there ever arose a time of great need, he would answer a summons from the Mountain of Anduin to come back to vanquish any evil that dared to oppress his people. It is now the reign of the third overseer. For years now, an evil mage has been plaguing the land by sending forth hordes of evil humanoid minions to oppress the people. The overseer has been forced to pay tribute to the mage to protect his people. Life has become nearly unbearable for his subjects. It has been over five years since the mage desecrated the holy mountain by placing foul creatures in its depths to guard against the possibility of the people seeking help from their nearly forgotten champion. A fortnight ago, your party was gathered in a secret council chamber to meet with the overseer himself. You felt a spark of hope for the people of this land as the overseer told the legendary tale of Eriador. He gave you the equipment you need and charged your party with the task of venturing into the heart of the now monster-infested Mountain of Anduin to call back the people's great hero, Eriador the Paladin. Although the three parties sent before you had not returned, ridding the of the land of the mage seemed worth any risk, and you eagerly set out on your quest. Now, standing before the defiled mountain, you wonder if perhaps you were too hasty.

Cover of A2 The Cursed House
A2 The Cursed House
BECMI
Levels 1–3
24 pages
0

“A curse has hit Baron Ananias Galvan, the result of his son Philipe’s bad deeds. The young nobleman dishonored the beautiful daughter of Lady Josefa, the beautiful Joana, and did not commit to the girl. The Lady Josefa, a woman of knowledge of magic and necromancy, cursed the nobleman’s son and all his servants. Philipe was turned into an undead, and his property cursed. Baron Ananias hires heroes to invade the place and break the spell to bring the nobleman’s son back to his normal condition. However, for this to happen, it is necessary to face a horde of Zombies and unknown dangers. There are rumors that the property where Philipe lives is the secret to breaking this spell, but it is said that Lady Josefa didn’t only place Zombies on the site. Skeletons of dead people attack the unwary and there is a rumor that even a lich is present on such a property. Is this true, or is it the exaggeration of scared peasants?” Cursed House is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the DCC, OSE, BX books or the old D&D books. Have Fun!

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of D&D Encounters Season 4 - March of the Phantom Brigade
D&D Encounters Season 4 - March of the Phantom Brigade
4th Edition
Levels 1–3
55 pages
0

What begins as a simple expedition to settle a new village in the ruins of the mysterious Castle Inverness sets off a chain of events that could threaten every living being from Winterhaven to Hammerfast. Not everyone in the Nentir Vale is happy to see civilization brought to Inverness, particularly the ghost of Salazar Vladistone, who commands the spectral legion called the Phantom Brigade. "March of the Phantom Brigade" is an adventure designed for season 4 of the Dungeons & Dragons Encounters official play program. It includes the information the Dungeon Master needs to run the adventure, thirteen ready-to-play encounters (each intended for one session of play), and full-color foldout battle maps depicting the various encounter locations.

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

Cover of Fair Barovia
Fair Barovia
4th Edition
Levels 5–7
38 pages
0

Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.

Cover of City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

Cover of GameMastery Module U2: Hangman's Noose
GameMastery Module U2: Hangman's Noose
3.5 Edition
Level 1
32 pages
0

"A spiteful ghost haunts an abandoned courthouse in the metropolis of Absalom, and on the ten-year anniversary of a grave injustice it seeks its revenge. The heroes must unravel the mystery of the ghost’s demise before they too are given a guilty verdict and sent to the gallows." This adventure is different from many others in that it progress according to 1 hour increments, rather than according to the player's exploration. The party is trapped in an old courtroom, trying to solve a decade old murder. Though one of the villains is listed as a "revenant," this is primarily due to the thematic similarity. The actual undead antagonist is a unique type called a "croaker," which bears a similarity in that it is driven by vengeance.

Cover of Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder Adventure Path #37: Souls for Smuggler's Shiv (Serpent's Skull 1 of 6)
Pathfinder
Levels 1–4
100 pages
0

A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. Great for first time dungeon masters. This is not a seafaring adventure. The PCs are shipwrecked on an island for the entire duration. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). It is therefore a great starting adventure with a definitive conclusion. After this module, you can continue with part two or change into your own homebrew.

Cover of Tomb of the Tiefling Empress
Tomb of the Tiefling Empress
4th Edition
Level 5
6 pages
0

The necromancer Tal Lorvas has unearthed an underground tomb that dates back to the height of the ancient tiefling empire. Lorvas has been terrorizing the surrounding lands with his vile experiments, and now he hopes to find a ring, hidden in the tomb, that is tied to a ritual he wants to perform by the rise of the next full moon. The PCs must enter the tomb of Empress Nemeia, deal with the servants of the necromancer, and confront Tal Lorvas before he can claim the ancient relic and move one step closer to ultimate power over the undead. Pgs. 36-41

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 ROS1 Beneath Roslof Keep
ROS1 Beneath Roslof Keep
AD&D
Levels 1–3
44 pages
0

Beneath an ancient castle on the borderlands, reclaimed from the ruins of a lost civilization, there is a dark and deadly tournament being held. Seven stalwart adventuring companies, each representing a wealthy noble house, delve into the depths of the Dungeon of the Black Fey Mithelvarn. Each races to be the first to claim the power of the infernal machine that drives it, and find the Elixir of Immortality it contains. Can your party take up one of the relic banners and face the challenge of the dungeon, as well as the lethal competition from other companies seeking the prize? This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

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.