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Cover of Return to the Temple of Elemental Evil
Return to the Temple of Elemental Evil
3rd Edition
Levels 3–4
188 pages
0

Years ago, brave heroes put the denizens of the Temple of Elemental Evil to the sword. Now, dark forces whisper again in the shadows of the once-deserted temple - forces far more insidious and dangerous than any sane person could dream. Evil has risen again to threaten the village of Hommlet. A continuation of the original AD&D Temple of Elemental Evil, made for a party of 4th-level adventurers, taking them up to 14th level.

Cover of The Tinker's Laboratory
The Tinker's Laboratory
5th Edition
Levels 4–6
5 pages
0

A dwarven laboratory forgotten for many centuries has finally been rediscovered, but there is sure to be danger lurking within. It turns out some of the other machines within are still active, as are some of the traps and puzzles. Prepare your party for a blend of challenging puzzles and diverse fights in the dungeon that was home to my first player kill.

Cover of The Low Crater
The Low Crater
5th Edition
Level 6
16 pages
0

Will You Venture Into the Low Crater? When the party stumbles across a ragged, battle-scarred band of knights they are amazed to hear that the hardy veterans were soundly beaten by mere kobolds. The crafty little fiends have set up in the rubble of a fallen Earthmote thought to be home to a long-dead dragon and - more importantly - its horde. When the Sable Spears charged in to drive them out, however, they were confronted with ambushes, traps and a whole lot of pain. Dare you venture where the Sable Spears failed, and explore the Low Crater in search of treasure, glory and adventure? Or will you join the sheepish ranks of adventurers turned aside by the prospect of tangling with Kobolds? Take your party through an adventure that will teach them that CR isn't everything, and that even the weakest foe can prove dangerous when they're cornered (though having the power to animate long-dead dragon bones helps too, of course).

Cover of Against the Idol of the Sun
Against the Idol of the Sun
5th Edition
Level 13
295 pages
0

Do you want to run or play an adventure where characters start at level 13 instead of ending at level 13, and actually get to progress to 20 like the rules say they should? Do your players like to travel far and wide, exploring a huge unknown area? Do your players like to change their plans on a whim, and travel somewhere other than where they told you they planned to go last session? Do your players feel like fighting against an empire at odds of 20,000 to 1? Do your players want to commit occasional acts of sky piracy? Do you want an adventure that is designed to handle players using Scrying, Transport Via Plants, and Teleportation on a daily basis? If you answered yes to some of these questions, this adventure may be for you. Check out the detailed preview packet, which includes a campaign log showing how this adventure has actually played out. WARNING: FULL OF SPOILERS; VERY LONG. Against the Idol of the Sun is an epic hexcrawl campaign designed for high-level play. Adventuring parties should start at about level 13, and will likely end the campaign at level 20 with multiple Epic Boons. As a hexcrawl, there is no set adventure path that the party must follow. There is only one encounter that's even close to plot-mandatory aside from the climactic battle. Anything else can be skipped or handled in any order. The players are free to move about the map in any direction at any time, limited only by the risk of enemy action and encounters. The DM, meanwhile, is encouraged to have foes react to and actively hunt the PCs once they become a threat. Along the way, they may find and explore a number of dungeons, including a millenia-old laboratory in the grips of a time distortion, several mines that were abandoned for good reason yet may hold wealth within, and other challenges appropriate for high-level characters. This module is heavy on Exploration and Combat, but the Social aspect of D&D also is necessary as the player characters meet new peoples, work to convince them that they can make a difference, motivate them to action, and create overall plans for the NPCs and factions to follow off-screen to support the players in their main assaults. The key set piece encounters, which are optional but highly probable, involve attacking well-defended temples in the centers of enemy cities. Planning for these attacks will require paying attention to reconnaissance, timing, the use of allies, how to enter, and how to exit and break contact succesfully when dealing with enemies that fly faster than most player characters can walk. The adventure does not include artwork, and the maps are basic.

Cover of Pathfinder Society Scenario #24: Decline of Glory
Pathfinder Society Scenario #24: Decline of Glory
3.5 Edition
Levels 1–7
23 pages
0

When the son of a famous Pathfinder gains control of his father's holdings in Taldor, the Pathfinder Society decides to build a new lodge there as a base to explore the many ruins of that crumbling empire. Unfortunately, the Taldan Phalanx has its eye on the holdings and an ancient curse has turned many of the residents into the walking dead. Can you survive the tangled web of Taldor's politics and fight off the echoes of the past or will you, too, see your glory decline?

Cover of N2 The Forest Oracle - Classic Modules Today 5e Conversion
N2 The Forest Oracle - Classic Modules Today 5e Conversion
5th Edition
Levels 2–4
10 pages
0

The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve. Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse? Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs. N2: "The Forest Oracle" (1984), by Carl Smith, is the second AD&D adventure in the novice (N-) series. Unlike its predecessor, it is not intended for 1st-level adventurers, but instead for 2nd level and up. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. Also contains suggestions for placement in the Forgotten Realms. To use this conversion guide you will need a copy of The Forest Oracle, originally available in hard-copy and now for sale in Digital format on the DMs Guild. Visit Classicmodulestoday.com to find out how you can create your own classic module conversions and sell them on the DMs Guild.

Cover of Escape from the Blood Fortress
Escape from the Blood Fortress
5th Edition
Levels 4–6
23 pages
0

Imprisoned in the first layer of Hell a group of unfortunate adventurers must find their way out amidst the chaos of the Blood War. Will they escape before the Lord of the Keep finds them? Well, only time will tell...

Cover of Tomb of Annihilation
Tomb of Annihilation
5th Edition
Levels 1–11
256 pages
0

Dare to defy death in this adventure for the world’s greatest roleplaying game. The talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they can’t be raised—and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world. The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rainforests.

Cover of T1-4 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
AD&D
Levels 1–8
128 pages
0

"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147

Cover of Assault on Gumdrop Mountain
Assault on Gumdrop Mountain
5th Edition
Levels 5–6
8 pages
0

Welcome to Assault on Gumdrop Mountain. This is designed to be a fairly tough adventure for 5th and 6th level Dungeons and Dragons characters using the 5th edition of rules. In it, the characters wade into such nasty circumstances that only the assistance of a hallucinogenic elixir makes it possible for them to act at full capability. While under the effects of the drug, the characters perceive the world as a candy-infused landscape and monsters as sugary assailants. The adventure is broken into 9 fairly small chapters containing one significant event or a connected series of small events.

Cover of The Halls of Beoll-Dur
The Halls of Beoll-Dur
AD&D
Level 8
17 pages
0

Built into what was thought to be an inactive volcano, the Halls of Beoll-Dur were created as an isolated training ground for dwarven clerics. However, upon their mountain shaking itself awake the dwarves discovered that they shared the mountain with something far more sinister. Few escaped to tell of the massacre as an horde of salamanders rising from the fiery depths, claiming the halls for their king. Now the temple sits desecrated, waiting for the day that hero's will purify it of the evils within. Pgs. M1-M16

Cover of Mimic Madness
Mimic Madness
3rd Edition
Levels 4–7
2 pages
0

Mimic Madness is a psudeo-adventure with four interesting mimic encounters. These four encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL4 to 7. The encounters vary the mimic's tactics significantly, such as by having them we a weapon rack that wields the weapon it holds, pretending to be animated furniture using its ability to speak, and pretending to be a floor covering a pit; none of them rely on the typical chest or door mimics. Pgs. 24-25

Cover of Hunted!
Hunted!
5th Edition
Levels 5–7
26 pages
0

The people of Northwood’s Rest need help. Winter is coming, and something’s been slaughtering the livestock. Surely it must be the orcs of the Northwood! Heroes are needed to hunt them down. Will you answer the call? Welcome to Hunted! The latest adventure from the critically acclaimed platinum best-selling author Tony Petrecca. Hey, that’s me! I’ll stop with the 3rd person talk now. My last release, Killer Kobolds, was all about unadulterated, non-stop run and gun action, and quite purposefully contained absolutely no moral quandaries. Its theme was simple - Kidnapping Kobolds needed killing… now go! The result was an absolute blast, but with Hunted! I wanted to explore notably different themes. With Hunted! Exploration, investigation, and role play go hand in hand with unexpected twists and turns to present an adventure I’m quite proud of. Worry not, action hounds, as there’s plenty of combat to be had, but with Hunted! mindless murder hobo’s need not apply. Set in the frontier town of Northwood's Rest, a simple thorpe on the edge of a forest, Hunted! lends itself to easy insertion into any campaign setting and would make an excellent side quest for Storm King's Thunder. With direct tie ins to Acererak, Hunted! fits naturally within any Tales of the Yawning Portal campaign. Scaled for a party of 4-6 adventurers of levels 5-7, Hunted! can be easily tweaked to accommodate parties of lesser or greater strength. Featuring gorgeous cartography by Ennie award winner Elven Tower Cartography, beautiful art, a bevy of new creatures, new locations, several potential plot twists and a fun new magic item, Hunted! should provide six to ten hours of outstanding Dungeons and Dragons 5th Edition adventuring fun.

Cover of FV8 - Phasing Abbey of Dora Sin
FV8 - Phasing Abbey of Dora Sin
5th Edition
Levels 5–7
23 pages
0

You have traveled to the westernmost point in the Duchy of Starryshade as you make your way to the borderlands. Your final stop in the duchy is a small roadside inn called the Shepherd’s Spear Inn. While stopping for a respite you hear a few tales including a mysterious abbey nearby. This structure is said to only appear for a short time every three years. Magic and wealth are said to be lost within the walls of this structure and with little else to do this might be a final hurrah for your stay in Starryshade!

Cover of SB16 - Zagzon's Vault
SB16 - Zagzon's Vault
5th Edition
Levels 14–18
24 pages
0

SB16 – Zagzon’s Vault has an upper level (16th) group of PCs discovering an old tomb being discovered by a group of Halfling children. The remains of an evil necromancer lies within but he’s not quite “dead” and neither are his followers that were also entombed with him. Traps, tricks, and hurt lie within this adventure and it is not for the faint of heart!

Cover of The Mystery at Port Greely
The Mystery at Port Greely
OSR
Levels 4–6
36 pages
0

Until about three years ago, the peculiar town of Port Greely was renowned as a prolific exporter of crustaceans. Then the Greely lobstermen severed all ties with outside partners. Subsequent attempts at renegotiation were shunned. More recently, a small group of Fishmongers’ Guild representatives from the City-State of Khromarium has gone missing in Port Greely, and answers have been less than forthcoming. At present, the Guild seeks answers. It wants to know what became of its representatives, and it wishes to re-establish its lucrative partnership with the Port Greely lobstermen. Your party have been contracted to help resolve The Mystery at Port Greely in this swords and sorcery style adventure!

Cover of Incursion at Allesley
Incursion at Allesley
5th Edition
Levels 1–3
? pages
0

There's trouble in Allesley! An Eastbrook farm has been attacked and people slain. But by what? The people are frightened, the Reeve is concerned, and the Constable wants you to figure out what’s going on. The last time this happened, goblins attacked the town. Does this mean war? This is the first adventure in a series to come in 2017 which builds on the introductory mini-adventure in the Eastbrook starting area.

Cover of Goblin Trouble
Goblin Trouble
5th Edition
Levels 1–3
85 pages
0

Social conflict and negotiations, combat, random encounters, treasure, and dungeon delving — all the elements of a classic D&D adventure in 4 hours. Don’t be put off by the 80+ pages! Half of it is maps and character sheets! Goblin Trouble is a short adventure for four 1st level characters. Written for the Dungeon Masters who are running their very first game, it is full of useful advice and tips on how to prepare for the sessions and how to run the game, easing everyone into the game mechanics along the way More advanced Dungeon Masters and players have the option to use extra options for most encounters that make the game a bit more challenging and fun. In the adventure, the party visits a small village in the Green Forest. There they learn about nasty goblins that terrorize anyone who enters too far into the forest... Is the party up to the challenge? This adventure is also a perfect choice for Dungeon Masters who are looking to expand Lost Mines of Phandelver. With this purchase you’ll get: A beautifully-illustrated 4-hour adventure in PDF format Four unique color maps in both Player and DM versions. All the maps are available as separate files, so they’re easily imported into Roll20 or another VTT. A special Adventure Tracking Sheet that helps you prepare for the game and track your progress 12 ready-to-play, slightly simplified 1st-level characters with backstories so you and your players can immediately jump into the adventure! The players also get a short guide that helps them choose the perfect hero for them. Goblin trouble must be solved. Time to set off on a grand adventure! Would you like to know what the supplement looks like inside? Click the preview under the cover picture above!

Cover of The Haunt 2
The Haunt 2
5th Edition
Levels 5–6
34 pages
0

Just when you thought it was safe to take a long rest. She's Back! The terrifying SEQUEL to the PLATINUM bestselling, and Dragon+ Magazine featured horror adventure: The Haunt. The Haunt 2 is both a one-shot, and a sequel that can be run as either. Long, long ago St. Greycastle’s Hospital served the city through the years, mainly treating the wounded and sick among the militia. Over time, the lower basement was converted into a sanatorium, housing those who became maddened from enduring the violent, brutal orcs raids which plagued the region during that time. This was the place where Gertrude, the night hag, tormented patients, and created her masterpiece, the Evil Doll. Now, after all of these years, Montarthas Manor has finally fallen, and the Evil Doll has been wounded. She has returned to the only familiar and safe place she remembers, to lick her wounds and plot her next move. Her presence in the hospital awakens the evil inside, creating a nightmarish charnel house of terror. In addition, the hospital itself feeds on fear. Do your players have what it takes to enter the haunted and evil hospital, to finally end the haunt and terror of the Evil Doll?! Published by P.B. Publishing.

Cover of DDEX02-15 Black Heart of Vengeance
DDEX02-15 Black Heart of Vengeance
5th Edition
Levels 5–10
35 pages
0

Aleyd Burral, the Risen Hero of Phlan has sounded the call to battle! Intent on retaking her home of Phlan, Aleyd has amassed a surprising amount of support from the citizenry of Phlan, including that of the High Blade himself. But as lofty as her goals might be, the honor-bound warrior seems willing to sacrifice much in her quest—including everything she once stood for.