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Cover of The Slumbering Tsar Saga
The Slumbering Tsar Saga
Pathfinder
Levels 7–20
951 pages
0

The Sleeper Awakes! At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™. Something Stirs in the City of Evil Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? The Black Gates Await Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

Cover of Castle Spulzeer - Classic Modules Today 5e Conversion
Castle Spulzeer - Classic Modules Today 5e Conversion
5th Edition
Levels 8–12
30 pages
0

An omnious encounter with a fortuneteller sends a party of adventurers on a 200-mile journey across the Lands of Intrigue. While traveling throught the towns and terrain (detailed here for the first time) that lie in their path, they hear rumors and obtain clues about their mission. Their ultimate destination is Castle Spulzeer, a once proud stronghold that has become a den of terror. When the heroes enter the haunted keep, they meet a terrifying trio of residents: a madman armed with stolen magical power, a liche whose secret laboratory houses untold horrors and treasure, and a furious ghost bent on revenge. These three ensnare the party in their fight over an ancient weapon. Each will stop at nothing to keep it from the other two. The heroes must choose with whom they will ally - and the wrong choice could lead to their doom. Castle Spulzeer is an adventure complete in itself. However, as a crossover story, it offers every Dungeon Master a choice between two endings. The first leaves the party in the Realms. The second transports the characters to the Demiplane of Dread, where the plot continues in the Ravenloft adventure The Forgotten Terror. For 4 to 6 Characters of Levels 8-12 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 Castle Spulzeer, originally available in hard-copy and now for sale in digital format on the DMs Guild. Visit Classicmodulestoday.com for instructions on creating your own classic module conversions and selling them on the DMs Guild. Castle Spulzeer was originally scheduled for publication by TSR in June 1997. Then, near-bankruptcy caused a total failure of TSR's schedule, resulting in no books being published from February through the very end of July. Some books would be delayed for over a year, and others would disappear altogether, but Castle Spulzeer was relatively lucky: it was just delayed four months, until October 1997. The reason may well have been its theming, and its crossover with the Ravenloft line, which made Castle Spulzeer a great Halloween release. Castle Spulzeer has an even more far-reaching connection: its ending can lead players to the demiplane of Ravenloft and The Forgotten Terror adventure. This was probably intended as a bit of advertising for Domains of Dread (1997), the third edition of Ravenloft which was released in August 1997. In other words: in their last days, TSR was working very hard to cross-market their products, but they didn't live long enough to see the success of the Spulzeer-Intrigue-Dread connection.

Cover of The Palace of Plenty
The Palace of Plenty
3.5 Edition
Levels 8–12
25 pages
0

The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.

Cover of Mausoleum Of Ssra-Tauroch
Mausoleum Of Ssra-Tauroch
4th Edition
Level 17
8 pages
0

The Auburn Desolation is a forsaken waste of treacherous sand and unbearable heat within the Shadowfell. Gloom-wrapped serpents and foul undead haunt the wastes, striking out at unsuspecting travelers from sandy graves. Pgs. 88-95

Cover of FN7 - Ruins of Tarlac Keep
FN7 - Ruins of Tarlac Keep
AD&D
Levels 4–6
19 pages
0

Fresh off the adventure trail your party takes refuge at the small caravan stop at the Village of Tomore. There your party hears a bard tell the tale of “Tarlac Keep” which was laid siege to by two dragons and a horde of humanoids. While the mighty keep fell the subsequent military action was enough to quell further issues. By the end of the tale your group feels that a real estate deal may be in the making for you….

Cover of The Globe
The Globe
OSR
Medium Level
12 pages
0

Among the snow globes that sit gathering dust there is one quite unlike the others. One is full of sand and an ancient library. Shake it and you’re transported to the dungeon. Here's what it has: Beautiful cartography from Dyson Logos 27 keyed rooms to keep your players busy for a few sessions A new enemy called the Mummies who do no damage but burst into sand that gets into armor and skin, spreading a deadly disease A sand golem Pharaoh who can multiply A twisted lich (or moderately low level) who collects teeth A sphinx searching for the answer to a riddle A few traps (including snakes and skin-burrowing scarabs) A treasure room that has roughly 10,000gp worth of assorted treasures, making it difficult to export It exists inside a magical snow globe, meaning it can fit into your campaign world with ease Has repercussions and ways to continue after the fact Basically this is a dungeon for a more Old School feel.

Cover of Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)
Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)
Pathfinder 2e
Levels 1–4
92 pages
0

Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with “Hellknight Hill”—a complete adventure for 1st- to 4th-level characters. Age of Ashes is a 6 part adventure that runs from levels 1 - 20, Maps are available as a separate product Disclaimer: This was the first Adventure Path released for the Pathfinder 2e system as such the difficulty curve is a little on the high end if run as written.

Cover of Gates of Neverdeath
Gates of Neverdeath
4th Edition
Level 1
14 pages
0

The task seems easy enough: accompany a mysterious traveler and her equally mysterious package from Waterdeep to Neverwinter. In the Jewel of the North, tasks are seldom easy, though. News travels fast and the Red Wizards of Thay have learned of the traveler and the object she carries. Now a Necromancer readies an ambush for the adventurers and their ward, intent on stealing the item for his own sinister purpose. A prelude to the Lost Crown of Neverwinter Encounters season and connected to the release of the Neverwinter Campaign Setting.

Cover of Raiders of the Lost Oasis
Raiders of the Lost Oasis
5th Edition
Level 4
28 pages
0

Captured! While trekking across a trackless wasteland, your stalwart band has fallen into the clutches of a nefarious gang of desert raiders. Imprisoned in a subterranean chamber, you are bereft of all of your equipment and magic items, save for a few tattered loincloths. But as chance would have it, an opportunity to escape the cell presents itself. To escape, you must head deeper into an ancient sealed tomb, armed with nothing but your wits and anything you can find along the way. Getting to the surface is just one of many challenges, as you still need to recover your precious equipment, and flee the Lost Oasis, which is surrounded by an inhospitable sea of solid glass!

Cover of HHQ4 Cleric's Challenge
HHQ4 Cleric's Challenge
AD&D
Levels 2–4
32 pages
0

Cleric's Challenge is a one-on-one AD&D adventure, made specifically for a Cleric character. Pommeville is a sleepy little town that seems like a good place to stay for the night. That is, until the dead rise from their graves and begin terrorizing the village! Ancient evil threatens to overwhelm the good folk of Pommeville unless someone can find a way to comfort the restless dead. A lone, player character cleric will have to be clever, courageous, and more than a little lucky to solve the mystery and save Pommeville from the mindless zombies that threaten it! TSR 9429

Cover of FR-DC-LIGA-02 - House of Shadow
FR-DC-LIGA-02 - House of Shadow
5th Edition
Levels 5–10
46 pages
0

The Dark Lady has spread chaos and ruin across the Dessarin Valley, causing great misfortune to nearly all adventurers and guilds that visit. Thus, it is time to endeavor to bring this power to heel, helping save the Savage Frontier or deal with this threat in a more permanent way. Dive into one of her lairs, Rundreth Manor, survive the horrors within, and end her tyranny. A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8. A stand-alone adventure. Part of the Forgotten Wyrms Anthology. Content Warning: Slavery, sexual coercion, charm and physical contact (illusions), cannibalism, mental torture.

Cover of Of Leaves & Stewed Hobbit
Of Leaves & Stewed Hobbit
5th Edition
Levels 2–3
17 pages
0

The company discovers the Easterly Inn, a piece of the Shire in the land of the Beornings. But the Wild is still the Wild, and it takes more than Hobbit cooking to keep adventures at bay; in no time, the companions find themselves involved in the search for a missing trade caravan. Their quest will put them on the road to the High Pass, and see them go over hills and under hills. Published by Cubicle7

Cover of The City of Eyes
The City of Eyes
5th Edition
Levels 15–20
65 pages
0

Ducklings. It's not too late too close this page, and go and find an adventure about happy-go-lucky halflings, or emotionally stable young adventurers. This is not that story. You can still walk away, and find some other engagement that your players will forgive you for running. Open this little document, and you will be introduced to the wretched streets of Elysium. Home of aberrations, mystery and futile quests for meaning in the drowned streets of the tortured city. Escape is unlikely. Enjoyment fleeting. I implore you, turn away and don't look back. Mind flayers stalk streets plagued by invisible death. Curses bubble from ancient evils sleeping beneath the water. Questions lead to questions, which evolve into answers you will only regret asking for. Go whilst you still can. There is nothing here for you but death. Prologue: Welcome to Elysium Chapter One: The Crooked House Chapter Two: The Broken Prison Chapter Three: The Temple of the Gaunt Silhouette Chapter Four: The Grand Library Chapter Five: The Adamant Asylum Chapter Six: The Dancing Spider Chapter Seven: The Undercity An adventure for characters of level 15+ Contains: An introduction to Elysium, a Ravenloft domain filled with eldritch mystery and drowned secrets, including Life In Elysium, The Rule Unspoken and the Marks of Horror that set Elysium apart. Guidance on Madness in Elysium, with Elysian Madness tables for your horror/amusement. A list of Elysian locations, some of which will be expanded in later releases. Elysian random encounter tables, day & night. An Elysian Wild Magic table, miserable magic items and tragic trinkets. The first installment - The Crooked House, in which we meet the Duchess and her parade of dead husbands. The seconf installment - The Broken Prison, where the shadows of gods walk amongst men The third installment, The Temple of the Gaunt Silhouette, where broken fragments of reality are reached by strange avenues. The fourth installment, The Grand Library, where the things we wanted to forget prove impossible to truly banish. The fifth installment, The Adamant Asylum, where medicine and madness meet. The sixth installment, The Dancing Spider, in which there is no rest for the wicked. The seventh installment, The Undercity, where your worst suspicions are confirmed. Three new character backgrounds: the Eldritch Detective, the Information Broker and the Tempter of Fate. The long-suffering Elysian character race, with two subraces. The first One Page Woes collection, included here for your convenience, which contains thirteen reasons to be thoroughly miserable.

Cover of FP11 - Johan's Lost Vault
FP11 - Johan's Lost Vault
AD&D
Levels 7–10
35 pages
0

At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.

Cover of Tower of the Star Watcher
Tower of the Star Watcher
5th Edition
Levels 2–4
18 pages
0

A mysterious tower beckons. Recently a strange tower hidden in the forest was rediscovered, but only one scout returned to tell the tale, but a strange tale of cults, bandits and ghosts it was. Dare our heroes explore this forgotten place? Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.

Cover of A Hitch in Time
A Hitch in Time
AD&D
Levels 7–10
11 pages
0

A trap that perhaps works too well. No matter how much loot you take, you never took anything at all. Confused? Wait until you try this dungeon. The players are hired to investigate and clear a tomb of a time wizard. This tomb is heavily guarded both by creatures and traps, and some sages are concerned that the defenses are lasting longer than they were supposed to. Unknown to the sages, the wizard, Sur-in Am, bound a time elemental to guard the treasures of the tomb. This guardian's duty is to frustrate robbers by returning stolen items to their original place and also reset traps in the tomb. Pgs. 26-36

Cover of I See Dead People Out of One Eye
I See Dead People Out of One Eye
OSR
Levels 2–5
2 pages
0

One page adventure, one page map. A necromancer desiring to increase her undead army has unleashed a zombie horde on a remote village. Patch, one-eyed dog of Duff the blacksmith, survived the village massacre which turned most of the inhabitants into zombies. The dog lost his eyepatch in the confusion. If a Speak with Animals or similar spell is used or if a character can read animal emotions well, Patch may tell the location of some of the zombies and the massacre's survivors. Adventure hooks included. Published by Wicked Cool Games

Cover of FQ5 - Journey to Oblivion
FQ5 - Journey to Oblivion
AD&D
Levels 4–7
25 pages
0

FQ5 – Journey to Oblivion continues the Filbar Quest Series and begins in The Knolls with word that Baron Wizzel requests your assistance. A humanoid threat has been growing near the small town of Oblivion. The baron will speak with the party and offer them a large reward to perform a scouting mission. The baron and other nobles are attempting to gather their forces but would like an idea of what they are going to face. With the reputation of the PCs the baron feels that the group is more than capable of the mission.

Cover of C1 The Hidden Shrine of Tamoachan
C1 The Hidden Shrine of Tamoachan
AD&D
Levels 5–7
30 pages
0

This module was originally used for the AD&D Tournament at Origins '79. Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, you see a clearing before you. There in an ancient ruin - a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. TSR 9032

Cover of The Dark Heart of the Wood
The Dark Heart of the Wood
Draw Steel
Level 2
37 pages
0

Dark Heart of the Wood is a 2nd-level Draw Steel quest for 3–6 heroes. This quest is intended to be a one to two session, monster-of-the-week–style adventure: a memorable, early stepping-stone in the heroes’ career. Heroes can expect to earn 4–7 victories across the course of the quest. The village of Byre dies. Drought brings famine and no one's seen a merchant or carter in weeks. “Carts don’t make it out the other end anymore,” they say. None of them know why, but the heroes may soon find out once they face off with the thorns of the terrible Threxyls! Dark Heart of the Wood assumes you understand how to play and run Draw Steel.