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Cover of Pathfinder Adventure Path #106: For Queen & Empire (Hell's Vengeance 4 of 6)
Pathfinder Adventure Path #106: For Queen & Empire (Hell's Vengeance 4 of 6)
Pathfinder
Level 10
96 pages
0

Her Infernal Majestrix Queen Abrogail II of Cheliax summons her agents to the city of Egorian to address the current crisis with the Glorious Reclamation. Upon arriving in the bustling capital, the adventurers find themselves swept up in the cutthroat politics of the imperial court. To impress the queen and secure a royal audience, the wicked characters must scour the City of Thorns to root out and eradicate a secret organization that works to free halfling slaves. But to truly earn Queen Abrogail's trust, the adventurers must perform a sacrifice for the queen to renew House Thrune's contract with Hell, and there are many—both within the court and without—who wish to see the monarch dethroned.

Cover of Mists of Akuma: Trade War
Mists of Akuma: Trade War
5th Edition
Levels 3–12
374 pages
0

War brews beneath the emperor's notice, nature convulses as unholy demons bring woe to entire prefectures, and hobgoblin mercenaries wearing powerful machine armor march in greater numbers than ever before. Will you rise to save the empire or is Soburin destined for destruction? Soburin is beset upon by dark forces from its ancient past—not only the evil mists that transform men into monsters, but now too the return of a potent necromancer set to bring about a reign of agony, despair, and death! In the looming crisis the immortals that have treated the world as their gaming set are gathering their agents and pawns, deploying unique warriors across the continent with goals as mysterious as they are. It is within this epic game of intrigue that the adventurers become entangled as they undertake quests for the governmental bengoshi in the Sukochi, Yokuba, Ikari, Hakaisuru, Fuson, and Gekido prefectures as well as visit the enigmatic Tsukisasu, city of oni. Demons begat by the entities that consumed nature plague the party during their travels as do a very special gang of smugglers, the gun-toting Mubo Brothers, and the bloody hobgoblin mercenary erikotera warriors suddenly far more populous across the countryside than ever before. By the time all is said and done the PCs take part in a furious mass battle, nail-biting race through an undead dungeon, and finally an epic fight against an ancient evil atop the Hone-Noroi bone tower before it all comes crashing down! This extensive adventure path takes characters from 3rd to 12th level and includes all previous Mists of Akuma modules (Scourge of Róbai Shita Temple, Feud Primordial, Fangs of Revenge, Cursed Soul of the Scorpion Samurai, Yai Sovereign of Storms, and Revenge of the Pale Master) paired together with connecting material that creates one intensive campaign sure to delight GMs and players for months on end! It would be exhausting to list everything that's inside of the 374 pages of Trade War—here are some quick highlights and if you think this book is for you, peruse the table of contents (below) and sample PDFs. Over 50 maps 90 different NPCs and monsters 6 highly-rated adventure modules ranging from straightforward dungeon crawls to sandboxes of intrigue and back (and 2 sidequests by Andrew Engelbrite and Dirk van de Rijt) 8 new class archetypes: survivalist barbarians, smuggler bards, acrobat monks, tumbler rogues, enigmatic eye warlocks, desperado warlocks, and wizards of the inside out 32 new martial arts stance feats including new weapons martial arts stances Hyperlinks throughout to make accessing statblocks from the core rules a breeze Rules for mass combat An epic 9-level bone dungeon inspired by Buddhist hells Mists of Akuma character sheets

Cover of Adamantine Chef: Supreme Challenge!
Adamantine Chef: Supreme Challenge!
5th Edition
Levels 3–5
14 pages
0

Each year the Emperor holds a competition to select a new Adamantine Chef. When a challenger emerges from outside Kara-Tur, the current Adamantine Chef aims to win before the first dish is served. The challenger turns to heroes in this desperate hour! This adventure pairs action with humor. The menu includes high-flying martial arts action, wild animal hunts, shopping, haiku, and, of course, a food fight! Dish this out as fast food for a fun game night, or use the included tie-ins as extra flavor for an ongoing campaign. Delicious! A Forgotten Realms culinary adventure, featuring: - Tie-ins to the Tyranny of Dragons, Elemental Evil, and Rage of Demons storyline adventures or your own home campaign - Two new monsters - Innovative encounters offering your players unique roleplay and combat experiences - Links to the adventure The Five Deadly Shadows, extending play - A food fight with special food-weapon rules!

Cover of N3 Destiny of Kings - Classic Modules Today 5e Conversion
N3 Destiny of Kings - Classic Modules Today 5e Conversion
5th Edition
Levels 4–6
32 pages
0

When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.

Cover of AS4 - Simian's Gate
AS4 - Simian's Gate
5th Edition
Levels 14–16
22 pages
1

This high level adventure returns the PCs to Helvana. A recent adventure has netted the party some Adamant, a rare ore in Filbar that is excellent for constructing weapons of amazing quality. As you arrive in Vorshmorgan to locate a smith you quickly discover there are problems in town. The scenario was designed to give upper level players a challenge and pits them against one of the most feared creatures in the land!

Cover of Doom Croaker's Branches
Doom Croaker's Branches
5th Edition
Level 4
4 pages
0

"Doom Croaker's Branches" is a lindwurm lair suitable for four or five 4th level characters. This adventure can be completed in one session.

Cover of Moon Elves' Masquerade
Moon Elves' Masquerade
5th Edition
Level 4
17 pages
0

Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.

Cover of Frozen Whispers
Frozen Whispers
3.5 Edition
Level 3
9 pages
0

Despite the bitter cold that reigns here nine months of the year, the Timberway Forest has long been a source of prosperity for civilized folk who live nearby. Many trappers and hunters spend the better part of the year within its borders, stockpiling furs and meat to trade in the frontier towns to the south, where they spend their winters. Most feel that the value of these commodities makes braving the Timberway Forest worth the risk. Recently, though, a small group of trappers and hunters has awakened a terrible new menace in the forest. Based in a remote hunter's abode called the Bluerock Lodge, they hunted the animals of the woods more out of a deep-seated desire to be cruel than a need to feed themselves. In particular, they focused their hateful attention on the local Timberway lion population. Timberway lions are rather small (more like leopards), but they are known for being lithe and wary. Still, the trappers had the advantage of intelligence and tools, and before long they had slaughtered the entire pride save for its leader. As the winter worsened and game grew ever more scarce, this last surviving lion began to starve. At that point, the darker forces of nature took notice, and the Timberway Forest gained a predator like no other. Frozen Whispers is a short D&D adventure for four 3rd-level player characters (PCs). The scenario is set mostly in and near a remote hunter’s lodge in a snowy forest. The scenario can be placed in any cold area of your campaign world that features a remote tract of woodland—a copse of trees near the arctic circle, a swath of taiga near the treeline on a high mountainside, or even a normally temperate forest caught in the grip of an unnaturally snowy winter. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of FP5 - Temple of the Si Hur
FP5 - Temple of the Si Hur
AD&D
Levels 4–6
18 pages
0

Sometimes wandering through the frontier garners information as opposed to bloodshed. In this adventure the party stumbles across a party of Plainsmen who tell the party of some strange goings on at a remote graveyard. They tell the party that they observed ghostly figures after a lightning strike and small fire. As they were unprepared to deal with the undead but suggest if the party is up for some experience, perhaps they should head north in the morning!

Cover of Bad Moon Waning
Bad Moon Waning
3.5 Edition
Level 10
22 pages
0

When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? Cries of "Murder!" brought the villagers of Deepwood running to the temple to witness a grisly sight. The priestess of the Temple of Ehlonna lay murdered on the floor, savaged by some vicious beast. Above her body stood a large wolf. Then, before their horrified eyes, the wolf turned into a man -- their friend and neighbor Trammil! The villagers lost no time in giving Trammil the justice he deserved at the end of a rope, even over the objections of those few who thought he deserved a trial. But Trammil's death has not made the villagers feel safe. No one suspected his dark secret until the day of the crime. Could there be others? Can anyone in town be trusted? Only someone who can translate Trammil's journal and fully investigate the murder can solve the mystery.

Cover of FS4 - Xavier's Wand
FS4 - Xavier's Wand
AD&D
Levels 1–3
15 pages
0

With survival being the hardest thing at low levels it’s important that PCs are careful and find help where they can. Xavier’s Wand offers a fledgling adventurer the opportunity to shine on their own and find a little help on the road as well. This adventure pits your new “hero” up against a bully and other challenges that will bolster a young adventurers experience and pockets! A thorp, humanoids, and potential henchman are some of the encounters in this adventure.

Cover of FVC14 - Famine at Holderfield
FVC14 - Famine at Holderfield
5th Edition
Levels 2–4
12 pages
0

This tongue in cheek adventure brings new PCs into a small town after an adventure. Upon arrival they quickly discover that the small agricultural community has just been robbed of its harvest supply. With the seasonal change coming those supplies are necessary for the town’s survival. One of the victims of the attack was an alchemist. Contained within his bag were a few Potions of Growth. The bitter taste of the potion disagreed with the bandit who discovered it and he flung it into a field. Unfortunately for the PCs oversized fowl must be overcome before dealing with the bandits. Used as a fun one-shot for my group this scenario can be quite deadly if played poorly. Will your players save the day and feast on a Giant Turkey? Gobble this adventure up for free!

Cover of FV5 - Xodus Isle
FV5 - Xodus Isle
5th Edition
Levels 3–5
21 pages
0

While strolling through the streets of Kak you notice a pair of men laying in the alley. Upon closer inspection you notice that one of the dead men has a unique tattoo. Peering closer you notice that this man, dressed as a pirate, has a tattoo of an island with an “x” on it! Once this tattoo is discovered the PCs will need to locate a ship to head off on a treasure hunt. Finding a ship captain that is familiar with Xodus Isle will not be difficult but trusting the captain…well that’s a different story entirely.

Cover of A Dark Veil Falls
A Dark Veil Falls
5th Edition
Levels 2–3
14 pages
0

While exploring for hints of the Kobolds lair, an unexpected plea changes everything. This is the fourth and final adventure in a miniseries with the following adventures being: A Chance Encounter The Mystic Circle An Urgent Rescue In addition to the adventure, there are a few of maps of the adventure area as separate jpeg files. There is also a printer friendly version of the adventure.

Cover of Dragon of Icespire Peak
Dragon of Icespire Peak
5th Edition
Levels 1–6
64 pages
0

An adventure included in the Essentials Kit (2019). The party starts in Phandalin, the starting town for the Starter Set (2014) adventure, Lost Mine of Phandlever. Various jobs are posted by Harbin Wester, townmaster, which the PCs can pursue. These jobs culminate in a raid on Icespire Hold, where Cryovain, a young adult white dragon, has recently claimed as its lair.

Cover of The Night Hunter
The Night Hunter
5th Edition
Level 1
15 pages
0

When the characters set up camp in the forest, they catch the attention of a supernatural evil called the Night Hunter. Can they survive its increasingly audacious attacks and discover the true nature of what is hunting them in the night? This short horror scenario takes about 2 hours to complete and is for four or five 1st-level characters. Download it for free in the YouTube video walkthrough link! Inside the The Night Hunter, you'll find: -A new bogeyman monster tied to local folklore -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Beautiful VTT maps with and without grid by Lantern's Light Maps

Cover of Something Wicker This Way Comes
Something Wicker This Way Comes
5th Edition
Level 7
43 pages
0

The druids of the Feyindir Forest and the villagers of Spiralle have always maintained a peaceful, if uneasy, relationship. But now trouble is brewing. Villagers are going missing in the forest, and druids are being murdered in response. The terms of peace between the two parties has been shattered, and now the druids are threatening to unleash one of the most fearsome manifestations of druidic vengeance known. Can the PCs step in to restore peace to the land? Includes 5th edition write ups of the assassin vine, quickwood, dragonne, and wicker man along with the woodling creature template.

Cover of FC3 - Golem of the Adurites
FC3 - Golem of the Adurites
AD&D
Levels 6–8
29 pages
0

Frequent visitors know that the Adurite culture once ruled a large portion of the known world but has now all but disappeared. In this adventure a relic Golem that guards a shrine has been duped and gone on a rampage. This adventure was originally created for a “filler” adventure on a day when the entire party could not adventure. Spoiler alert the Golem is not the worst thing the party will face! At 29 pages this adventure has a little bit of everything.

Cover of Rise of the Drow
Rise of the Drow
5th Edition
Levels 1–15
552 pages
0

If absolute power corrupts absolutely, Matron Maelora best beware; her plans for total domination of the Underworld are already close to satisfactory completion, while attacks on the Upperworld have become increasingly successful. The other power-hungry drow families of Holoth may despise her but they know a true leader when they see one, and House Gullion has been revealed as the family to lead them all on the path to glory. With the entire Underworld in chaos and the Spider Goddess regularly communing with her chosen Matron, far greater dreams than mere regional conquest are within the grasp of the drow, as Maelora prepares her grand dark elf army for victory! With other mystical allies standing firm with the Matron, other Underworld races beneath her heel or cowering behind fortified walls, and every drow ready to play their part when she gives the word, what could possibly stop her from achieving her final triumph and fulfilling her destiny? But even the greatest of plans has a flaw if you look hard enough, and a party of stout heart and strong resolve can make a difference. At first, such a party may well believe it is on a smaller adventure, perhaps to win a few baubles or some small acclaim by rescuing a few kidnapped villagers. Soon, however, those adventurers will realise that much more is at stake, and that they are the ones who will need to make moves against the evil Matron Maelora and her increasing dominance if both the entire Underworld and Upperworld are to be saved. But how will they go about it? Can they ensure their own success when an entire city is standing against them? Only they have the chance to halt the Rise of the Drow! Published by AAW Games.

Cover of FV4 - Ziggurat of Narvi
FV4 - Ziggurat of Narvi
5th Edition
Levels 2–4
25 pages
0

As the fledgling adventurers continue their movement throughout the area they begin to head towards the bustling Port City of Kak. To get to there from the Dy’oe Grasslands the party will need to navigate a river running along an overgrown section of the frontier. After obtaining the services of a strange riverboat captain the party heads down the river and into adventure! Between the wildlife, a mysterious old temple, and river pirates the party discovers getting to Kak is easier said than done!