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Cover of Into Ivy Mansion
Into Ivy Mansion
5th Edition
Levels 3–4
11 pages
0

Our heroes are approached by Tristan Harpell, an entitled young mage and heir to a suite of rooms in Ivy Mansion, the ancestral home of the Harpell wizard dynasty. His inheritance is “infested” with the wacky experiments of his dead great-uncle, Siegfried Harpell, and Tristan needs the party to clean things up. The party will have many wild and bizarre encounters while digging through Siegfried Harpell’s derelict magical concoctions - and along the way they might even discover the astonishing truth behind Siegfried's disappearance! Into Ivy Mansion is a Dungeons and Dragons one-shot adventure for a 3rd-4th level party. It features exploration, role-playing and thrilling combat encounters...

Cover of A Gnome's Affair
A Gnome's Affair
3.5 Edition
Levels 1–6
19 pages
0

As an aspiring hero of Highfolk and the Flanaess, you are asked to come to a feast of small proportions to celebrate your deeds. A home-cooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where n one can hear you scream. This is an RPGA competition scenario. Four hours is allocated for its completion.

Cover of Potions 11
Potions 11
5th Edition
Levels 4–5
17 pages
0

This adventure is light and comedic and is indeed a heist adventure! It is designed as a one-off side quest for an established party but can be tweaked to work as an introductory adventure for characters meeting one another for the first time. This is ideal for a well-rounded party in which each player can show off and play a vital role in the mission’s success as they rob an evil potion master blind! Players can obtain potions of Heroism, Invisibility, Flying and Mind Reading. This adventure is perfect for DMs looking to fill a shorter session or injecting some light humor after an intense end-of-the-world campaign.

Cover of Hail the Heroes
Hail the Heroes
AD&D
Levels 1–4
32 pages
0

The PCs answer a call for heroes by the Church of Traladara, asking for help in finding an ancient relic- the Shield of Halav. This is located in a lost temple, and the PCs must locate this temple, and brave its dangers to recover the shield before two competing teams from other churches find it first. Part one involves setting up the adventure, doing research, following clues, and discovering the site of the lost temple. Part two; once the site is known (ruins under a modern town) the heroes must travel there and find the entrance. Part three is braving the lost temple, filled with traps, puzzles, and other dangers, to find the missing shield, and then culminating in a climatic showdown with the completing teams.

Cover of Mists of Akuma: Seven Grains of Rice
Mists of Akuma: Seven Grains of Rice
5th Edition
Level 13
58 pages
0

A Mists of Akuma adventure for 4 to 6 characters of 13th level. This second adventure in the second wave of Mists of Akuma adventures comes to you from the mind of Anthony Alipio and is a tale inspired by the classic film Seven Samurai! Join the legendary iconic hero Tomoe Masamune (the samurai known as the Crimson Blade) and defend the simple village of Noru from the power-armored bandit king Calvert Boyd and his raider army in an epic mass battle your table will never forget! A two-page spread preview of the contents of this adventure. What you'll find in Honorable Wills: 3 Maps! (classic Noru, modern Noru, and Bandit Camp) 11 New Statblocks! including heroic samurai, rebellious tengu, devious bandits, and more 2 Ways to End the Adventure! Included in Act 3 are directions for running the final climactic mass battle like it's seen in the film that inspired this module and for a more contemporary approach tailored to the nuances of D&D 5E mechanics Published by: Storm Bunny Stuidios

Cover of The Cursed Crones of the Enchanted Grove
The Cursed Crones of the Enchanted Grove
5th Edition
Levels 1–3
19 pages
0

The village of Dreigrenzdal has an enormous problem! On the morning of the town’s annual Spring Market Festival, the chieftain of a clan of neighboring stone giants is found asleep in the town square. When all attempts to awaken the giant fail, the characters must venture into an enchanted grove called the Cradle Wood to search for answers. There, they are caught up in an ancient feud between a hag named Goodie Grimjaw and her wicked sisters. Can the heroes help Goodie maintain the sorcerous ritual that keeps her evil sisters in check? Or will the party fall prey to the machinations of Goodie’s cursed elder sisters, Gertie and Grizzie, and their steel-toothed, construct minions?

Cover of The Weeping Woman
The Weeping Woman
5th Edition
Level 2
7 pages
0

This is a reclamation of the classic Mexican horror story designed to keep young adventurers wary of their curfews, La Llorona. In this tale, adventurers will face perilous encounters with beings that lurk in the shadows, and uncover what might have happened to drive a woman long ago to transform into a nightmarish legend.

Cover of The Goblin Bathwater Incident
The Goblin Bathwater Incident
5th Edition
Level 1
54 pages
0

Synopsis: Goblin Bathwater, a magical drug, has taken hold in a sleepy coastal town at the edge of the Empire. As the characters investigate the origin of the drug, they uncover an international criminal conspiracy, wild and ancient magic, and a threat to reality itself. Contents: This beautifully made, 54-page adventure offers: A fully fleshed out, setting-agnostic starter area, brimming with colourful NPCs and hooks for adventure. Balanced encounters to bring characters to level 2; then some more devious encounters on their way to level 3. Three mini-dungeons built on the design philosophy of the "5 room dungeon method" Multiple big, cinematic set-piece boss encounters what will make your players feel epic. A facetted intrigue, which does not immediately suggest a simple, ready-made solution but invites the players to come up with their own, personal approach. Why pick this adventure? Hey, my name is Marius. This is my first time publishing on the DMs Guild but I wouldn't call myself a newcomer. I started playing Pathfinder 1e back in 2014. When I took over as our group's DM in 2019, we swapped over to 5e. We have run many, many modules and adventures since. Currently I play three games a week. In short: You could say I'm hooked. I created The Goblin Bathwater Incident as the ideal adventure for in-between your big modules, but it isn't a simple little adventure. With a playtime of about 30 hours, it still manages to hit that sweet-spot, where it establishes context, makes you grow fond of NPCs, and makes those big bossfight wins so much sweeter, all without taking more than a few sessions. The Goblin Bathwater Incident is different from many of the 1st tier adventures in that it pits the characters against traps and monsters, but also asks difficult, open-ended ethical questions, where a simple strategy of "apply sword to head of bad guy" will not cut it.

Cover of The Wrath of the Iresouls
The Wrath of the Iresouls
Draw Steel
Level 1
25 pages
0

A storm brews above Nexarin, a town known for its perfect weather, bountiful harvests, and always-clear water. However now, flames cover the street, earthquakes level buildings, and a rotted stench fills the air. A wicked void mage attempts to use the town’s power for his own gain. None can stand against him and his legion of wrathful elementals… Get ready to Draw Steel! In this unofficial 1st-level adventure for the MCDM RPG Draw Steel, fight through never-before-seen elementally imbued Iresouls as you save Nexarin, discover powerful artifacts that convey boons you can use throughout the rest of the adventure, and face down the fearsome void mage Lord Cawlmire. This product contains: - An adventure that takes 6-10 hours to complete and that is designed for 4 players (with suggestions to adjust for more or fewer players) - 12 brand new statblocks, including 4 minions, a powerful Void Mage, and Iresouls for all 7 elements - 5 encounter maps specially designed for Draw Steel, each with unique and interactive terrain effects - Encounter sheets for each encounter, helping the Director with quick references to statblocks, terrain effects, and combat objectives - 2 unique treasures, including a Void Amulet for spellcasters designed to grow with you through adventures - Rules for rebuilding Nexarin after the events of the adventure, and lasting benefits for doing so

Cover of The Demon's Heart
The Demon's Heart
5th Edition
Levels 3–5
5 pages
0

A group of adventurers find themselves drawn to Axeholme, a small, desolate village with a rash of disappearances. An ancient burial mound nearby has been opened, its stone door found shattered, and, if the villagers are to be believed, the disappearances are the work of a wizard’s curse. But things are not always what they seem.

Cover of Horn of the Unicorn
Horn of the Unicorn
5th Edition
Levels 0–2
8 pages
0

Equinis Edwards, a cursed talking horse, has run afoul of a forest witch. He requires the aid of adventurers to convince the witch to reverse his curse and restore him to his original state, a unicorn! This adventure is: - setting agnostic - designed with combat-optional scenarios for younger players - all conflicts can be resolved with roleplay and creative thinking - written for a party of 2-3 adventurers of very low level (level 0-2 ) - easily scaled for small or large parties

Cover of A5-Winter Flower
A5-Winter Flower
5th Edition
Levels 4–5
? pages
0

The annual Winterflower Festival & Dance is just around the corner! What originally started as a festival to honor the rare Winterflower has grown into an annual gathering for families, soldiers, and hunters to eat, drink, and dance the night away. The festival is named after the rarest flower in the world. It thrives in a cold mountainous region and has a reputation for growing on sheer mountain peaks and cliffs. It is the only flower known to grow through layers of snow in order to reach the sunlight. When carefully transplanted near the village the Winterflower is considered a blessing which protects the village from harm. It is customary for the men of the village to ask the women to the dance by presenting them with rare, difficult to obtain gifts. A woman will usually select from the men based on the rarity of the gift with which she was presented. This year, a beautiful maiden by the name of Gwendolyn has come of age and many men vie for her attention. Three such men are Nicoli Vrodle, Alem Dulgra, and Vladimir Pelchonal- all of which are willing to go to great lengths to attend the Winterflower Festival & Dance with the maiden Gwendolyn on their arm. Each of the three men hire the PCs to retrieve the rarest gifts in the land. The catch? The Winterflower Festival starts in just 5 days so the PCs must hurry!

Cover of The White Worg Accord
The White Worg Accord
5th Edition
Levels 2–3
12 pages
0

The noble dwarf Wulfstan vom Meer seeks adventurers to travel on his one remaining ship to the clan’s village, and to protect his vessel against any threats at sea. When they meet the White Worg Reavers, he wants the party to negotiate for the loan of two longships and their crew. Vom Meer offers 500 gp to anyone willing to undertake this task. It seems like easy money. However, the Wolfheim clan has troubles of its own—a group of trollkin bandits known as the Mossback Raiders have been competing with the White Worgs for territory west of Wolfheim. Their rivalry is coming to a head. When the PCs arrive at the White Worg homestead, they learn that the reaver dwarves are recovering from a recent attack. Their homestead has been sacked and vom Meer’s kinsman, Knud Stoneson, has been slain. Without a family connection, the clan’s chief will agree to vom Meer’s proposal only if the PCs will help rid them of that troublesome band of trollkin. If the PCs are to succeed in their task and help vom Meer, then a reavin’ they must go! This adventure for the 5th Edition of the world’s first RPG is meant for four 2nd and 3rd-level characters. Designed by Lou Anders, with cartography by Dyson Logos and cover art by Phil Stone.

Cover of The Thing that Came to Weeping Hollow
The Thing that Came to Weeping Hollow
5th Edition
Levels 5–10
22 pages
0

Something is killing the children of Weeping Hollow. Two chidren have already succumbed to a terrible curse, and now another has fallen ill. This tiny village is ready to tear itself apart; can the party discover the source of this evil before good people do something terrible? What are the children themselves hiding? A 6-hour adventure for levels 5-10 The adventure features focus on roleplay and story elements, with themes of mystery and horror. Scaled encounters for parties from 5th to 10th level. An evil tome, a magic item to wound or hex your foes--with a terrible unknown risk.

Cover of RA2 Ship of Horror
RA2 Ship of Horror
AD&D
Levels 8–10
63 pages
1

Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise! The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated! Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills! TSR 9321

Cover of The Automatic Hound
The Automatic Hound
3.5 Edition
Level 4
12 pages
0

Deep in the forest, two hunters stumble across the site of a strange and ancient ritual, and one pays the ultimate price. Now a murderous beast stalks the streets of a quiet farm town. Can the PCs unravel the secret of Dramsburg’s dark past and defeat a monster that cannot be killed? Mystery adventure with little fighting in a small town. Can be played in a single session. At the climax a moral quandary is presented. Pgs. 14-25

Cover of Cry Of The Sea
Cry Of The Sea
5th Edition
Levels 1–3
7 pages
0

The town of Canticle Bay has long been dependent on ocean fishing for its economy, and as demand has grown, the town has increased its efforts to supply the inland cities with the best seafood. Recently, however, the men who go out on the boats haven’t been coming back. A newly formed group of adventurers have been sent by the guild to investigate the missing men. Where are they? Those that are still alive can be found in the watery depths amongst the Sirens sworn to protect the ocean. Faced with the truth, whose side will the party take?

Cover of Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder Adventure Path #34: Blood for Blood (Kingmaker 4 of 6)
Pathfinder
Level 10
96 pages
0

A Pathfinder Roleplaying Game adventure for 10th-level characters, this volume of Pathfinder Adventure Path is part 4 of 6 of the Kingmaker Adventure Path, in which the heroes win and defend a small kingdom from threats foreign and domestic. PCs should advance to 13th level by the end of this adventure. “Blood for Blood” begins with the PCs having returned home from solving the mystery of the Varnhold Vanishing. Shortly after their arrival, they learn that new problems have developed during their absence—there are rumors of an army marching toward their nation!The PCs race to the village of Tatzlford, where they help defend the village from an attack by a small but earnest force of bandits, barbarians, and several lumbering trolls after being warned in advance by a troubled woman who has fled from Fort Drelev to the west. Following the skirmish, she pleads with the PCs to save her father and sister from peril.From there, the PCs strike out into the swamplands of the Slough to the west, exploring new lands and finding opportunities to make new allies and eliminate long-term threats to the region. Their initial goal, though, should be infiltrating Fort Drelev, where they’ll have a chance to confront the traitor Drelev with his crimes and rescue the Fort’s beleaguered settlers. During this time, the PCs learn where Armag’s tribe has been holding the daughters of Drelev’s senior officers hostage. Arriving at the ancient site, the PCs attack Armag’s barbarian encampment and overcome the sinister powers of the Black Sisters to free the girls. Then, entering the tomb, they face deadly traps, ancient undead horrors from a war-torn age, and the trials of the tomb’s immortal, divine guardian. In the final chamber, the PCs encounter Armag himself, armed with the ancient sword of his namesake.

Cover of Mystery at Cloudhost
Mystery at Cloudhost
5th Edition
Levels 1–3
10 pages
0

Solve the Mystery! A series of unfortunate events wreak havoc in the small village of Cloudhost. From strange noises at night to temporary madness, from painful nightmares to freak accidents in the local temple, everything is going wrong and the people believe the city is cursed. Who is behind these events? Are they natural or magical? Discover the secret of Cloudhost with your party! A 1st level mystery adventure for 5th edition. After being caught in a fight on the Winter Festival, the party must investigate what is happening at Cloudhost, with a big showdown with evil! Meet reclusive merchants, fierce priests, and undead! Written for the RPG Writer Workshop.

Cover of What's Mine is Ours
What's Mine is Ours
5th Edition
Level 3
17 pages
0

After escaping the oppressive rule of the hobgoblin empire, a tribe of goblins stumbles across a long-abandoned iron mine that would make the perfect home for them, if only it wasn’t already full of dangers. What lurks in the mine is however a secondary problem for the goblins, as they know that hobgoblin scouts will be hot on their heels. Looking to gain a valuable ally, they turn to the local town of Cathric for help. Under orders from the Marquess of Cathric, your band of adventurers is tasked with ensuring that the mine can provide a steady source of iron. Of course, this will mean helping the goblin tribe to get the mine working and defending them from their old masters. Your players will have to face off against the monsters in the mine, a hobgoblin scouting party and some over enthusiastic mining equipment, all while trying to put on a brave face in front of three trainee goblin fighters. Content warnings: spiders, enclosed spaces, displaced populations, authoritarian regimes. It is also implied that a monstrous creature is wounded by another monstrous creature.