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Cover of Don't Leave the Path
Don't Leave the Path
5th Edition
Levels 1–2
13 pages
0

The companions find adventure outside Lake-town and are given the chance to discover why even the hardiest of adventurers shun the forest of Mirkwood and its depths. In the process, they go and see Elves, meet a crazed hermit, and stumble into a wood of ancient and angry trees. Published by Cubicle7

Cover of SD4 - Safari on Dragon Isle
SD4 - Safari on Dragon Isle
5th Edition
Levels 4–5
31 pages
0

After enjoying a bit of free time in Cullifield while some members of your party finish their training, you hear word of a quick trip out to sea. Further investigation leads you to understand a certain list needs fulfilled and a drunken sea captain is willing to split the profits. Well, no need to sit around on your hands…let’s hit the waves!

Cover of U01: Dark Days in Stoneholme (Fantasy Grounds)
U01: Dark Days in Stoneholme (Fantasy Grounds)
5th Edition
Levels 1–2
28 pages
0

Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.

Cover of Phandelver and Below:: Phandalin Werewolves: Beasts of Her Moon
Phandelver and Below:: Phandalin Werewolves: Beasts of Her Moon
5th Edition
Levels 3–7
10 pages
0

In a village shrouded in mystery, a tale unfolds that will linger in your memory. Cattle mutilations, sacred stone circles, and dark rituals intertwine as werewolves prowl through this gothic tragedy. Venture with us south of Neverwinter, to the village of Phandalin, for an adventure tailored for characters anywhere from levels 3 to 6. This one-shot episode is perfect for a group of friends seeking an immersive experience or as an intriguing addition to the "Phandelver and Below: The Shattered Obelisk" campaign. You can easily adapt this module to most any campaign setting. Featuring five maps crafted by the esteemed Tessa Presents Maps, this game includes a sprawling 120 x 120 premium battle map of Phandalin, maps for wilderness encounters, and custom tokens. Welcome to the party!

Cover of Into the Underdark - Part 4 Of Dragons Deep
Into the Underdark - Part 4 Of Dragons Deep
5th Edition
Levels 4–6
16 pages
0

In the fourth installment of the Into the Underdark adventure series, characters come face to face with the heretofor unseen puppet master behind most of the strife and chaos in the Shadowed Hallows, Gyldrith the Chosen, a dreaded deep dragon! Includes: Three all new maps of Gyldrith's lair, and those of her minions Two all new monsters, the Ancient Deep Dragon and her Warlock of the Deep Dragon A new player option, the Deep Dragon patron for the Warlock Class. Unnumbered maps suitable for use in your favorite VTT Continues the story from Into the Underdark Part 1 - The Descent with areas and NPCs from The Shadowed Hollows Gazetteer

Cover of Swords of the Moonsea: Five Adventures
Swords of the Moonsea: Five Adventures
5th Edition
Levels 1–10
132 pages
0

nside this full-color, 132-page anthology you’ll find five best-selling Adventurer’s League quests for level 1-10 characters. Inside are over 20 illustrations, including a half-dozen full-page pieces by the esteemed Andrea Alemanno. Also included are instructions on how to weave these adventures into an ongoing story arc as part of your campaign. Tier 1 (Level 1-4): The Cornflower Hive (SFBAY-04-01): What links an infamous Zhentarim mercenary with a brilliant but tormented artificer? To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? The White Well (PDXAGE-01-01): The Gommurg Clan of hill dwarves rarely deal with outsiders. The dwarf clan’s isolation has gifted them with great skill and wealth. Unfortunately, their pride has made them vulnerable to an ancient power confined centuries ago. An exile has magically foretold the clan’s destruction. This diviner is the only one who knows how to stop the evil threatening the Gommurg. Tier 2 (Level 5-10): The Barrows of Solina (STORM-01): Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. The Dark Hunt (PDXAGE-02-01): The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. The villagers don’t suspect the deeper problems brewing in the land. Under Earth & Stone (SFBAY-04-02): A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export. The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora.

Cover of The Shattered Circle - Classic Modules Today 5e Conversion
The Shattered Circle - Classic Modules Today 5e Conversion
5th Edition
Levels 1–3
13 pages
0

From time out of mind, the standing stones known as the Circle of Cahervaniel have stood lonely vigil on a grassy hilltop. Sheepherders once moved their flocks over the hill and through the circle, sometimes resting in the cool shadows cast by the ancient stones. Everything changed when a stone finger fell, revealing a fissure in the earth. Now, dark shadows caress the circle after the sun sets. Creatures out of nightmare dance upon the hillside at night. Many swear that a unicorn of deepest ebony now hunts all upon two legs who draw near, while stunted creatures scurry in the shadows, abducting sheep from their sheds and drawing them down below ground for food. After the disappearance of a sheperd, fear grows stronger in neighboring villages. Who will brave the black hollow of the ancient Circle of Cahervaniel? Heroes of stern mettle must descend into the cavity and explore the ancient spaces existing there. Product History "The Shattered Circle" (1999), by Bruce R. Cordell, is a generic adventure for AD&D 2e. It was published in January 1999. Origins: Another Generic. After Wizards of the Coast began publishing D&D, their first year and a half of generic adventures were all classic revivals: returns to RPGA tournaments, to classic adventures, and to Dungeon scenarios. Even "A Paladin in Hell" (1998) was a return in its own way, to the demons and devils that TSR had become afraid of. Wizards was staking out new ground by reclaiming the past. "The Shattered Circle" (1999) was the first generic Wizards adventure that was simply a generic adventure, with no deeper origins and no hidden motives. Artifacts of Note. the foundingstone and the harp Euphonious are both one-off named magic items. However, it's sword Icerazor that's the most interesting. It's said to have grown from a shard of Frostrazor — a sword that would only appear ten months later in Return to White Plume Mountain (1999). There, it's listed as one of Keraptis' four implements of power, alongside Wave, Blackrazor, and Whelm — meaning that Icerazor (and this adventure) are just one step removed from White Plume Mountain itself. Monsters of Note: Chitine. It's somewhat curious, given the Greyhawk and Neverness connections, to note that the chitine debuted in MC11: "Monstrous Compendium Forgotten Realms Appendix" (1991). The spider-humanoids have generally been a Realms creature, featuring in bestiaries and histories for that setting. However, they also received a more generic "Ecology of the Chitine" in Dragon #223 (November 1995), which introduced the choldrith, or chitine priestess. This is their major adventure appearance. When asked about pronouncing their name Cordell says that he "can't be 100% sure of the original designer's pronunciation", but he prefers "KI-TEEN". About the Creators. By 1999, Cordell was one of D&D's most prolific writers. He'd previously authored many slightly related adventures, such as The Gates of Firestorm Peak(1996) and the sahuagin (1997) and illithid (1998) Monstrous Arcana adventure trilogies. This conversion guide allows DMs to run the original module with 5th Edition rules. To use this conversion guide you will need a copy of The Shattered Circle, originally available in hard-copy and now for sale in Digital format at the DMs Guild. This adventure is a generic adventure, not specifically based in any existing setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms.

Cover of Wrath of the River King
Wrath of the River King
5th Edition
Levels 5–7
70 pages
0

In the small hamlet of Riverbend, the miller’s wife is missing, and the locals suspect the husband himself was involved. But all is far from what it seems. Ellessandra, the missing woman, is actually an elf from the Summer Lands. She came to live in the human settlement when the miller made a dangerous pact with the River King, the lands’ powerful sidhe ruler. Now, the player characters must unravel the truth behind Ellessandra’s disappearance, piece together the involvement of a young fey lord, and dive into the fey courts of the Summer Lands to stop a raid that would surely spell Riverbend’s doom. All the while, Arthurian intrigue and mischief runs high among the fey lords and ladies in this mercurial, open‑format adventure from acclaimed adventure designer Wolfgang Baur!

Cover of Journeys Through the Radiant Citadel (JTtRC)
Journeys Through the Radiant Citadel (JTtRC)
5th Edition
Levels 1–14
? pages
0

An anthology containing 13 individual adventures designed for players from Level 1 to 14, this DnD 5e book is unique in that it explores a variety of lands inspired by real-world cultures. This includes worlds based on the mythologies and histories of Central America, Vietnam and even the American South.

Cover of Dead Ends
Dead Ends
5th Edition
Levels 4–8
25 pages
0

Lowharbor’s residents vanish when they die. A cloud of sour black smoke chokes their corpses and, when it clears, all that remains is a dusting of salt. Something or someone is stealing bodies through magic ritual, and the townsfolk won't stand for it! Send your party into the dank sewers below their feet to root out the necromancer's den of swirling filth! Why should you get this module? Skulking horrors and excitable clerics! Seven brand new monsters, including a low level mythic statblock! New disease rules! A mysterious threat! Six hours of play! Lavish presentation! A fantastic adventure for 5th-level players! Dead Ends is best for 5th-level players. It might be a little tough, but still winnable, for 4th-level, and should be fine for anything up to 8th-level.

Cover of The Camp Clearwater Massacre
The Camp Clearwater Massacre
5th Edition
Levels 2–5
? pages
0

There’s someone out there. Lurking in the woods. Hacksaw in hand. Eager to draw the blood of those who dare tread within its lair. Its lair: Camp Clearwater. Any other summer, Camp Clearwater is a haven for young, aspiring adventurers to hone their skills and relax with others like them. But this year it’s different. Bodies are turning up. Teenagers are running for their lives. There’s blood on the water. Can the characters save the counselors and campers from the Camp Clearwater Massacre? The Camp Clearwater Massacre is a Fifth Edition adventure designed for four 3rd-level characters but can be adjusted for three to five characters of 2nd- to 4th-level. The adventure works particularly well in horror-themed Fifth Edition games, especially those involving shadowy realms where a single evil presence acts as the domain’s dark lord or lady.

Cover of AS2 - Vibrations from the Sea
AS2 - Vibrations from the Sea
5th Edition
Levels 8–12
21 pages
0

This adventure picks up where AS1 – Artifact of Gegios left off. You return to the city of Gegios to divide treasure and determine what the strange wand is. Your return trip may have given you a clue in that travel to the east causes it to vibrate less while moving in a western direction causes it to shake more. What is the significance of this anomaly? Is your party ready to find out? Bring your water wings folks you’re probably going for a swim!

Cover of CCC-RPSG-02 Ooze Next?
CCC-RPSG-02 Ooze Next?
5th Edition
Levels 5–10
41 pages
0

A sunken ruin deep beneath the bay of Mulmaster holds the key to unraveling the Cult of Glaugrax’s nefarious plans. Dare you brave danger and duplicity to plumb its depths? Part 2 of The Neverdusk Trilogy. A Two-to-Four Hour Adventure for Tier 2 Characters. Optimized for APL 8. The Sequel to Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 2 of "The Neverdusk Trilogy", and continues the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax! Ooze Next? debuted at Lion City Conclave 2019 - a charity convention by the D&D AL Singapore Community. The v1.02 package includes: - Full color cover art by digital artist Lau Shang Hui (NezArt), with additional art inserts for key scenes - A high quality digital map pack for key encounter locations - A two (2) page cheat sheet with Jason's personal tips for running Ooze Next?

Cover of GPH2: Coral Palace of the Marid (5e)
GPH2: Coral Palace of the Marid (5e)
5th Edition
Levels 12–15
40 pages
0

𝐂𝐨𝐫𝐚𝐥 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐚𝐫𝐢𝐝 𝐓𝐡𝐞 𝐒𝐞𝐜𝐨𝐧𝐝 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Emerald of Aquatic Perfection, reputed to be held within an extraplanar undersea genie basilica. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟐𝐭𝐡-𝟏𝟓𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟒𝟎 𝐩𝐚𝐠𝐞𝐬.

Cover of First Adventure
First Adventure
5th Edition
68 pages
0

Six kids, one heartfelt promise, one incredible exploration! First Adventure is a one-shot designed to be played as a long session of five hours or two shorter sessions of 2-3 hours each. Keep the promise you made to your dying mother! Journey to an old, abandoned mine to search for the gateway to the Faerie Realm! Fail in your first attempt and regroup again 17 years later to keep the promise! A well balanced mix of exploration, role-playing, riddles, combat and tons of fun suited for both DnD newbies and veterans!

Creaking in the Dark
5th Edition
24 pages
0

When an injured child collapses in the street, will you venture into the cellar he fled from to discover what hides, creaking in the dark? Published by Nord Games

Cover of Murder in Korunda Gate
Murder in Korunda Gate
5th Edition
Level 5
15 pages
0

"When three bodies were found with severe burn marks around thier necks, it was clear the city guard were out of their league. Inquisitives were called in to solve the case..." This is a one-shot noir adventure set in the world of Eberron. In it, the players take on the role of inquisitives investigating strange murders in one of the seedy backstreets of Korunda Gate, a city on the border of the Mror Holds. The adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around four hours. It is a great introduction to Eberron for DMs and players alike. It includes: * An exciting mystery to solve across four locations * Three vicious new monsters to fight: flaming zombie, flamelock, and face of flames * An optional bonus scene where the players pursue persons of interest in a high speed rooftop chase * A battle map for each encounter

Cover of The Leystone of the Indigo Star
The Leystone of the Indigo Star
5th Edition
Level 7
8 pages
0

The interrogation of the rogue wizard, Askalan, by the magocracy of Bemmea exposed his creation of unstable magical artifacts built in a ruined ley-line conduit. This Leystone, built by the mages of Vael Turog, had been dormant for centuries until Askalan discovered a way to power it. Now, after his untimely death, the Leystone's unstable power continues to grow at the edge of the Western Wastes. The magocracy hires the characters to find the awakened Leystone, uncover the mystery of this growing power, and return the source of the power to Bemmea for study.

Cover of CCC-MELB-01 A Single Tearfall
CCC-MELB-01 A Single Tearfall
5th Edition
Levels 5–10
35 pages
0

An injured young fisherman stumbles into Elventree with a brightly colored egg in his arms. He claims it fell from the sky and broke his rowboat. When he swam to the shore an elf with skin of ash attacked him and tried to take the egg. Will you help him keep it safe, Adventurers? The Module This module is 35 pages of adventurer's league fun centered around a mysterious egg that has fallen from the sky, a journey into the Feywild, and a meeting with an Archfey. It rewards exploration, social bravery, and the combats are well tuned for the tier with interesting enemies. Also Included! There are 15 map files included with this document that cover Dungeon Master, Player, gridded, gridless (for use with your Virtual Tabletop of choice!), and greyscale! In addition, there's a high resolution artwork of the Archfey present in the module.

Cover of The Riverfront Rat Gang
The Riverfront Rat Gang
5th Edition
Level 1
4 pages
0

"The Riverfront Rat Gang" is a ratfolk lair, also featuring wharflings and a doppelrat, designed for five 1st level characters. This adventure can be completed in one session. The old dockyards once served as the primary center of commerce in town. Years ago, political pressure from an influential merchant who wanted the docks to be loser to her business forced shipping concerns to move their docks upriver. The new facility accommodates larger ships, and the old docks fell into disuse. Talk of converting the property into a set of riverside shops died when a rat infestation proved to be an unsolvable problem. Thus, the old dockyards have been decaying for years. This situation suited a former thieves' guild member, a ratfolk rogue, named Matimer Creel. A botched robbery (for which Matimer blamed his accomplice) turned the guild against Matimer, who fled from certain death at the hands of the guild master. He hid out in the old dockyards, confident that not even guild members bothered to go there. From there he began to exact revenge against the guild by ruining its plans or stealing directly from it. He also befriended the rat population, thanks to a golden rat's tooth he acquired, and the vermin help with his schemes. A trio of rat-like wharflings and a doppelrat, washed up on the riverbank near the docks, have joined Matimer's retinue.