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Cover of The Secret of Sharlo Tan
The Secret of Sharlo Tan
5th Edition
Levels 2–4
40 pages
0

Sharlo Tan was a sorceress. She was a scholar. She was a spy. And she left behind a legendary trove of treasure, guarded by riddles, secrets, and the passage of time. But it isn’t an ancient rumor that has the people of Rivesby on edge. The hobgoblins of the Lamellar Banner have encamped less than a day’s march away, and no one knows what has brought them out of their stronghold. In this richly detailed adventure, players can choose whether to play peacemaker or treasure hunter, explorer or exterminator. But they won’t be the only ones playing games, as they encounter creatures and NPCs who have their own conflicts and motivations. The Secret of Sharlo Tan is a mid-length adventure for levels 2-4 that easily plugs into any 5e campaign. It’s particularly suited to those who love witty books, solveable riddles, and nuanced interactions, but it readily accommodates smash-mouthed impatience as well. Depending on playstyle, it can fill 2-4 play sessions of 3-4 hours. The adventure includes: * 40-page fully illustrated PDF with player handouts * 3 stat blocks * 4 dungeon maps in DM and unmarked versions * 11 all-new magic items

Cover of The Ghost Knight
The Ghost Knight
AD&D
Level 8
3 pages
0

The adventure begins one moonlit night, when PCs are walking in the vast moors south of the city. The Darker the Knight, the more ghosts will walk...

The Little Cave
5th Edition
Levels 3–5
19 pages
0

Just beyond the fields of Orleans a small hole in the earth hides treasure and monsters. The townsfolk are far too scared to delve inside the abandoned cave, but the marquis needs its silver, and right quick. Just a couple of miles away from the town of Orleans, between rolling hills and well maintained forests, a small mine, long abandoned, lies in wait. Once a lucrative silver mine the “little cave” is now shunned by both the miners and its owners, the marquis of Orleans. Local whispers say that a few decades ago its miners stumbled upon something evil that lurked beneath the earth which killed the marquis’s son and twenty miners. Old people tell of a curse that lay on the mine which if reopened would cast doom upon the town. A few even tell of tiny demons, not taller than a housecat, that live in the mine and torment the smiths of the city. True or not these stories have all one thing in common: they have kept people from using the mine and extracting its precious silver ore. This that has plagued the marquises for three generations already and so the last heir of the family, Touvel of Orleans, is looking for brave adventurers, knights, sorcerers and all able bodied folk that wish to brave the mines and secure them from whatever evil may lurk inside them.

Cover of The Tower of Yladhra the Grim
The Tower of Yladhra the Grim
5th Edition
Levels 5–8
14 pages
0

In the Tower of Yladhra the Grim, a party of adventurers braves the dangers and puzzles of an enchanted wizard's tower, and finally confronts the wizard herself. The adventure is designed for a party of five adventurers between levels five and eight. It features: Encounters by Level - Varying types and quantities of creatures are suggested based on the party's actual level, allowing each encounter to present the appropriate challenge to the party. Encounter Notes - Suggestions for how to run combats are provided for game masters who place an emphasis on engaging, tactical battles. Inciting Action - Suggestions for ways to present the adventure to players are provided. Aftermath - Ideas for future adventures based on this one. Unique Magic Items - New magic items to introduce into a campaign. Ease of Use - The format and style of the document allows the game master to find information quickly while running the game at the table. Detailed Maps - What's an adventure without maps? Not much else to say here.

Cover of OP14 - Mission from Mars
OP14 - Mission from Mars
5th Edition
Levels 3–4
2 pages
0

An older man named Mars Barz approaches you and your associate as you wander the small town of Senja. He is a local alchemist and purveyor of elixirs and has a delivery mission he needs fulfilled. You’ve got time to kill…why not!

Cover of Yeryl's Super Happy Fun Murder Dungeon
Yeryl's Super Happy Fun Murder Dungeon
5th Edition
Levels 2–5
21 pages
0

Centuries ago, a beholder named Yeryl fled from the place of his birth and wandered the countryside in search for a place to call home. After many sleepless nights spent carving out a safe nook for himself in the wilderness, he at last slipped into slumber. In his dreams, he found an ideal place for his lair: long-abandoned ruins hidden amidst a dull and barren valley. Yeryl spent years transforming the place to suit his paranoid designs. Visitors were rare enough, and the few that made it to Yeryl’s lair were quickly destroyed or forced into the beholder’s service, building the lair ever deeper and more magnificent. As time went on, Yeryl finally completed his task. Safe at last, but with nothing to occupy his mind, Yeryl was struck by melancholy; was this lonely and empty life truly what he had chosen for himself? On that day, Yeryl made a decision: next time an adventurer came to his lair, he would welcome them in. With this resolution in mind, Yeryl began to dismantle his traps and replace them with ones he considered to be more fun. Unfortunately, for all his good intents, Yeryl has not yet realised that killing people is a bad way of getting them to like him. Yeryl's Super Happy Fun Murder Dungeon is a highly obnoxious and mildly ridiculous collection of traps, combat and puzzles designed to test your players' wits and patience. It is optimised for a group of four to five 3rd level players, but the text also contains a guide for level adjustments for different sized groups.

Cover of Displacer Beast Maze
Displacer Beast Maze
3rd Edition
Levels 5–7
3 pages
0

Displace Beast Maze is an adventure that has one long encounter that is a combination of a puzzle (maze) and combat encounter (Displacer beast). The Displacer beast tentacle's ability to attack through the maze walls, knowledge of the layout, and hit-and-run tactics make the labyrinth both a useful and possibly deadly lair for the creature. Pgs. 27-29

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 C1: Crucible of The Gods
C1: Crucible of The Gods
4th Edition
Level 1
35 pages
0

Centuries ago, the four deities worshipped by mortals – Kishar, Kotaresh, Lyth, and Asar-Segt – threatened to drown the world in a flood of saltwater to punish the living for their impiety. The oracles and witches of the realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal kingdoms were bound to demonstrate their faith once every generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land. Every quarter-century, on the first full moon of summer, an eclipse darkens the night and the sealed ziggurat opens. Many traps, tricks, and guardians lie within the Crucible to test those who enter. Few who heed the challenge of the gods survive – most find only quick death. If the races of the world are deserving of the gods’ affection, their champions will overcome the trials of the Crucible and light the Divine Brazier hidden in its uppermost chamber. If they are not, the flickering candle of civilization will be snuffed. Little of value will have been lost. Published by Defy Danger and Save Versus Death

Cover of Tangled Braids
Tangled Braids
5th Edition
Levels 2–5
7 pages
0

A spirit is attacking a town — no one knows why, but they’re determined to be rid of her. The adventuring party is recruited to investigate. However, what appears to be a simple haunting turns into a story of justice. Pgs. 43-59

Cover of FVU1 - Ga Mantse Tombs
FVU1 - Ga Mantse Tombs
5th Edition
Levels 1–3
22 pages
0

This introductory level scenario brings a new group of players into an area formerly controlled by the Tunnmaa Dynasty. This group of rulers was rich in gold and gems before collapsing. It is well known that their kings, known as Ga Mantse, were buried in underground barrows that are well hidden and protected by traps. A few days ago a group much like your own found one of these hidden tombs and attempted to investigate. Sadly for them they were not up to the task. Can your party succeed where they failed?

Cover of Twilights Last Gleaming
Twilights Last Gleaming
AD&D
Levels 8–10
18 pages
0

Where shadows reign, darkness follows. You'll be lucky if you live to see the dawn's early light. The player characters are charged with entering a portal the demiplane of shadows to retrieve a magical staff that can close the portal. Roleplaying and betrayal. This adventure features many creatures native to and associated with the demiplane of shadow, often as random encounters. Pgs. 8-25

Kingdom of the Blind - Episode Four: Snakes Alive!
3rd Edition
Level 8
3 pages
0

Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs faced all manner of fungus last time. Perhaps with a little more investigation, they'll discover what's really going on with Zhanna and Dephyl.

Cover of Blibdoolpoolp Rising
Blibdoolpoolp Rising
5th Edition
Levels 3–6
18 pages
0

"For Blibdoolpoolp!!" "The power of the mind and belief are wonderous, often leading us to manifest things that aren’t real. For the kuo-toa, this power is heightened, allowing their collective belief to manifest gods." Two tendays ago, a paladin of Torm was kidnapped by kuo-toa. In a strange turn of events, she was mistaken for a kuo-toa god, and whisked off to their underground lair. Barria has managed to pose as the god and now shakily leads a small faction of kuo-toa while trapped underground. With her influence being increasingly scrutinized, and with the different kuo-toa sects on the brink of civil war, it’s a dangerous time, even for a ‘god’… The heroes’ mission — rescue the paladin from the kuo-toa oceanic lair before she’s transformed into a kuo-toa god. The kuo-toa are an Underdark-dwelling race of fishlike humanoids. Different sects worship different god-like beings, each god manifested through the strength of a sect’s collective zeal. Such “gods” feature prominently in this adventure. Product Overview ♦ 4 to 8 hours for four to five characters. ♦ Scalable for 3rd-6th level. ♦ High-resolution maps of the Kuo-Toa lair. ♦ 9 new statblocks, including Dire Barnacles and Hypno-Cuddlefish! ♦ Includes plot hooks, handouts, rules for faction combat, and more!

Cover of Green Bones
Green Bones
3.5 Edition
Levels 15–16
6 pages
0

In this Adventure, the heroes explore the lair of an adult green dragon who has become a dracolich. She is served by living and undead minions and slaves. Pages 302-307

Cover of DDAL05-01 Treasure of the Broken Hoard
DDAL05-01 Treasure of the Broken Hoard
5th Edition
Levels 1–2
36 pages
0

A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon. Her maps and notes may lead the way to great wealth—or a terrible death. And do other parties have designs on the treasure as well?

Cover of The Magus Sanctum
The Magus Sanctum
5th Edition
Levels 12–20
4 pages
0

Have you ever wondered what it would be like to actually encounter an area where someone has used Guards & Wards, Symbol, and other spells to actually fortify a location against casual intrusion and thievery? If you want to find out just how deadly a wizard's "getaway cabin" in the mountains can be when the owner isn't there to let you in, this is the adventure for you and your players. Suitable for a single session of play (unless characters get killed, forcing a retreat and later return), there's only one combat encounter, but the traps are deadly. Not recommended for parties below level 12. All of the defenses are based on actual PHB spells, although a couple are assumed to have been bound into items or interactions within the dungeon. This dungeon is originally from the "Against the Idol of the Sun" high-level hexcrawl campaign.

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 FP8 - Insignia of Bromide the Wicked
FP8 - Insignia of Bromide the Wicked
AD&D
Levels 6–8
22 pages
0

In your many adventures since ridding the world of Sukits the Butcher you have heard whisperings of his boss in the area. The name Bromide the Wicked has been passed around as a greater threat to the freedom in the area as he is the slaver boss. The Plainsmen have given your party the general direction of this evil man and ask for your help in the matter. Is your party ready to deal with the slaver issue and take down the network of traffickers?

Cover of SQ2 - Cesspool of Redrook
SQ2 - Cesspool of Redrook
5th Edition
Levels 2–4
21 pages
0

SQ2 – Cesspool of Redrook takes a group of initial adventurers on their first challenge. Your new group wants to be big-time adventurers but don’t really have the money to wander out from the safety of the city of Redrook. As you question your options a wanted poster gives you just the opportunity you have been seeking. Can your party capture the notorious “Briny Pete”?