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Cover of Heroes of Hookholm 1: The Cave on the Foggy Hook
Heroes of Hookholm 1: The Cave on the Foggy Hook
5th Edition
Levels 1–2
20 pages
0

The Cave on Foggy Hook is the first of three connected adventures in the village of Hookholm and is aimed at busy or first time Dungeon Masters. This adventure is designed for 3-5 1st level characters and can be played in a single 3-5 hour session excluding character creation. In this adventure the party will find themselves in Hookholm, a small coastal village rebuilding after a devastating storm almost wiped it off the map. The village is located on the inner curve of the Foggy Hook, a spit of marshy land jutting into the Grey Sea. Beset by the sort of calamities that new adventurers will be able to sink their teeth into and will offer opportunities for roleplaying, puzzle solving, exploration and combat. Includes 5 maps in a number of variations, a brand new monster in the vicious Kuo-toa Feral, and a new chase complications table for chases through swamps or marshes.

Cover of Rage of the Rakasta
Rage of the Rakasta
BECMI
Levels 2–4
16 pages
0

Beware the cat-men's fury! This entry-level module pits a single player character of 2nd to 4th level against samurai cat-men. Rage of the Rakasta is specially designed as a one-on-one for a single DUNGEON MASTER and one player. It can also be played by a DM and a group of players or by a single player without a DM. Rage of the Rakasta takes place in the Thunder Rift game setting. It can be played by itself or as part of a campaign with other modules sharing the same setting: Quest for the Siver Sword, Assault on Raven's Ruins, Sword and Shield, Knight of Newts, and the forthcoming In the Phantom's Wake. TSR 9435

Cover of Strike on the Rabid Dawn
Strike on the Rabid Dawn
3.5 Edition
Level 15
21 pages
0

A terrible thunderstorm batters a seaside port, yet thunder and lightning are nothing compared to what is about to be unleashed by the diabolic crew of the Rabid Dawn. Casters with access to control water, control weather, or control winds will prove especially valuable, as will characters with strong Swim skills. The adventure is best suited to a predominantly good or neutral aligned party of PC's. Strike on the Rabid Dawn takes place in the port city of Hardby (Dungeon #109). As most of the action takes place within a lighthouse and on a ship at sea, however, any suitable port from your campaign makes an appropriate substitution for Hardby. Pgs. 12-32

Cover of FD3 - Crisis at Marstan
FD3 - Crisis at Marstan
AD&D
Levels 2–5
19 pages
0

After the last adventure you are now on a quest to find a warm bed and good food. Passing travelers have pointed out that you are quite close to the Thorp of Marstan, a small settlement in the area under the control of the Earl of Sakov. His troops are well known for their horsemanship skills and after all your walking perhaps you may find proper mounts! What the party will find is a community fearful from recent humanoid attacks but with the passing of a guard unit they have hope….except the guard unit hasn’t been heard from since.

Cover of DNH1 - The Lost Temple of Forgotten Evil
DNH1 - The Lost Temple of Forgotten Evil
5th Edition
Levels 4–6
36 pages
0

The small town of Boldon, and its surrounding villages are afraid. Dozens of people are missing, some speculate lost to some nefarious purpose. A broken drunkard tells fantastic tales of an evil temple and the horrible things within. The rare few who know the legends and history of the region are beginning to think the dark times have returned; not seen since the fall of the first age of man. People are beginning to feel the icy fingers of fear closing in. The party becomes aware of these events, and is inspired to investigate. This leads them to a broken man who tells them a story of a lost temple. Has it been rediscovered by men seduced by its forgotten evil? The drunkard’s tale leads to others who might help the party discover more before they face The Lost Temple of Forgotten Evil. Published by Fat Goblin Games

Cover of DDAL04-03 The Executioner
DDAL04-03 The Executioner
5th Edition
Levels 1–4
19 pages
0

The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves? Part Three of Misty Fortunes and Absent Hearts.

Cover of Tiny Weird Adventures: Urban Edition
Tiny Weird Adventures: Urban Edition
5th Edition
Levels 1–3
51 pages
0

Short adventures and persistent random encounters to shake up the streets of your city! Tiny Weird Adventures: Urban Edition is a collection of short Tier 1 adventures to be used in conjunction with the Fifth Edition of the most popular fantasy RPG of recent times, easily adaptable to your medieval fantasy game of choice. You will get 6 urban-themed adventures to enhance your game with stories of exploration and intrigue around a big city. Each adventure describes short-lived events that can range from a short random encounter to a one-shot adventure. Each adventure has its own Weird Rumors and Unfolded Paths that will help you expand your campaign in new directions. Content 6 Tiny Weird Adventures! The Creepy Handshake: In the midst of a major crime wave, adventurers are hired to find a lost "pet". His identity, however, is somewhat peculiar... The Trickster Sword: In the big city, not all that glitters is gold: play this adventure to meet a magical weapon from another world. Vengeful Trash: What happens when a faith man loses patience? The gods aid him, of course! Help maintain order in the city or face the weirdest kind of creature ever seen! Sick City: Living behind the great walls of a big city may seem safe, but what if the real danger comes from within? There is no time for quarantine: cure the curse that falls on the population or go insane forever! A Love Supreme: After an unresolved event, two souls separate. Is every form of love valid? Play to find out! The Mug Mystery: In a newly opened tavern, a picture of a bald dwarf holding a mug is getting everyone’s hair up. Appendix with tables to generate NPCs instantly! A multitude of names of various types: human (male, female and neutral), elven, dwarf, dragonborn, orc, and surname for Halflings. Additional rules to give your NPCs more color, granting them Desires and Personalities. Quick custom NPCs creation according to its stat block: generate specific Personalities and dDesires for your guards, thieves, and town clerics. 5 new monsters and antagonists! Use the bizarre and smelly Garbage Golem and scare your players with the fury of rot. Add an extra dose of horror to your game with Unraxda, the demon of subterfuge and violence, able to possess and control his victims Meet little Crawly, the best undead rogue in town. Populate your encounters with the Fragile Zombie and give your players the opportunity to make their way across the battlefield by slicing through these weakling monsters! Lopo the Necromancer is the low Tier version of an end-of-campaign boss: perfect for starring in a battle full of evil minions.

Cover of Tower of Tragedy
Tower of Tragedy
5th Edition
Level 4
20 pages
0

Life was quiet and simple in the village of Sandford before the curse; people reported hearing voices in the woods; others dreamt of a tower, white like bone. Then people started disappearing; seasoned loggers and trappers who knew the forest like a second home. Something is spreading its evil around Sandford; could it be that tower? And can your party help save the village? "Tower of Tragedy" is a stand-alone adventure designed for 4th level characters, that involves elements of forest exploration and a short dungeon crawl. "Tower of Tragedy" promises a compelling story, interesting mechanics, and engaging battles. Includes full description for the Village of Sandford, the adventure, a new monster, and two new magical items.

Cover of DDIA05  A Great Upheaval
DDIA05 A Great Upheaval
5th Edition
Levels 1–4
22 pages
0

An Introductory Adventure for Storm King's Thunder. As evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two marked “Waterdeep” and “Daggerford” follow the High Road but point in opposite directions. The third, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail. This is Chapter 1 of the greater story available for free on the Dungeon Master's Guild.

Cover of Dungeon Short- Old Bones
Dungeon Short- Old Bones
5th Edition
Levels 4–8
20 pages
0

In this small 20 page adventure module, centered around an archaeological dig, revisit Bull Creek and find out the secret behind what really lies in the hero Vertrixx Mazilaxx's sarcophagus. To do so, you'll have to meet up with master archaeologist Geranimus to delve deep into the ground. On the surface, politics boil and tensions between species are high. Below, secrets are to be uncovered. Can your party find the truth? Find out in Old Bones. Old Bones- a 5e SRD adventure for levels 4, 6 and 8. In James Grammaticus' Dungeon Short series, James explores fantasy worlds and settings in short bite-sized one or two shot adventures that be used on their own, can spring off into a larger campaign, or can be used as a side-adventure in a campaign.

Cover of FS12 - Hiatus from the Party
FS12 - Hiatus from the Party
5th Edition
Levels 2–4
21 pages
0

Even close knit adventure parties could use a break from each other once in a while. Hiatus from the Party is a set of several different adventures for solo PCs and a DM. The adventures have been divided up into selections depending on classes and are meant for lower level adventurers. This scenario can also be used to introduce players to a game!

Cover of Fair Barovia
Fair Barovia
4th Edition
Levels 5–7
38 pages
0

Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.

Cover of Caverns of Slime -- An Egghunter's Guide to Easter Adventure
Caverns of Slime -- An Egghunter's Guide to Easter Adventure
5th Edition
Levels 1–3
37 pages
0

Turnover is upon us once again! Compete against rival adventuring groups to collect as many hidden, magical eggs as possible! Although the egg hunt begins within the relatively safe confines of Leilon, players will inevitably need to range further if they hope to win the competition. Tired of watching your children have the time of their lives hunting for magic eggs while your inner dragonborn barbarian stews and simmers on the sidelines? Well, thanks to An Egghunter's Guide to Adventure they no longer have to! This adventure supplement is much more than a full length adventure! It is a source of inspiration and template for how you can incorporate an egg hunt into any pre-existing campaign. It is the frolicsome spirit of Easter painstakingly updated to fifth edition standards!

Cover of Court of the Unseelie/Her Heart Beats For You
Court of the Unseelie/Her Heart Beats For You
5th Edition
Levels 7–8
84 pages
0

The Court of the Unseelie bundle brings you brand new dark fey themed 5e content! Normally priced for the individual items, this special bundle is provided with 84 pages of 5e content! Including: A 24 page adventure for parties of 7th-8th level 17 stat blocks and 1 new monster template 22 VTT-ready monster tok 10 new items with printable item cards 6 new spells with printable spell cards 7 battle maps 1 new player body graft 4 feats and 2 deficiencies 1 new full player class with 3 subclasses - the Tether: a spirit-lead melee class centered around leading your allies into battle and effecting the battlefield, as you develop a student and pupil bond with your Ardent spirit. 2 new player races - the fungal-folk Codycep and the badger-kin Mustel

Cover of Adventure One: Trouble in Threshold
Adventure One: Trouble in Threshold
AD&D
Level 1
14 pages
0

The Heroes are relaxing in an inn when they hear a scream, rushing outside they find that a local merchant has been kidnapped! The merchant's wife saw the assailants drag him into an alley, where the heroes give chase. Following the villains through a maze of natural fissures, tunnels, and ancient ruins they encounter a number of monsters, traps, and puzzles. Eventually they make their way to the kidnappers hideout, where they confront the kidnappers in a final climatic battle to rescue the merchant and uncover a criminal gang.

Cover of Rise of the Druid's Curse
Rise of the Druid's Curse
5th Edition
Levels 5–7
24 pages
0

Your investigations into weird occurrences in Waterdeep's Field Ward leads you to the source of a disease that suddenly breaks out. You are the only ones who know of the cure, but you won't be able to procure it if you remained quarantined like the rest of the ward. The clock is ticking for you and your allies.

Cover of Army of the Unseen
Army of the Unseen
5th Edition
Levels 1–4
37 pages
0

A horror themed investigation of an abandoned village in the Moonshae Isles. Little more than an outpost, Dynnegall is the life-blood of resources that flow from Caer Moray, supporting Ffolk townships across the archipelago. But the supply boat is overdue by almost a tenday and hope is difficult to find. With the recent attacks repelled an opportunity exists to send aid, but who dares to venture outside the walls? Players will investigate an empty village haunted by skulks, who are invisible unless viewed through a mirror. The boss is a sorcerer trying to free the souls of the transformed villagers, but he fails and transforms into an Allip. In the end, the adventurers may attempt to finish his work. Along the way they encounter his mother, an elven warrior who may join them, and fight a few lycanthropes.

The Siege of Castle Rend
5th Edition
Level 5
50 pages
0

The Siege of Castle Rend is an adventure for the fifth edition of the world’s first roleplaying game, suitable for five 5th-level characters. It takes place over four parts, and each part can be completed in one or two sessions of play, depending on your group’s playstyle and how long you like to play in a single sitting. If all goes according to plan over the course of this adventure, the player characters will expose an usurping lord, fight orcs, acquire a stronghold, defend it from an invading army, win the admiration of a town filled with potential vassals, and make political connections within the Barony of Bedegar. Of course, no adventure goes according to plan. The PCs will invariably throw these well-laid schemes into chaos, and they’ll have to improvise. But if we know how things would have gone if the PCs never showed up (or are cowards), it makes it easier for us GMs to improvise when things go off the rails. Published by MCDM

Cover of Dragon in a Toy Shop
Dragon in a Toy Shop
5th Edition
Levels 4–5
13 pages
0

Can you save Timsgiving (not Christmas) when Tim (not Santa) goes missing just days before the holiday? With only a few days until the annual winter gift-giving festival of Timsgiving, Tim the toy maker has gone missing without a word. Something mischievious is afoot. Can the party save the town of Spining from missing a holiday? Dragon in a Toy Shop is a 3-6 hour adventure for a 4th to 5th level party. It is set near the town of Spining, which can be dropped into any campaign setting, but can also be run alongside another settlement or even in the middle of the wilderness!

Cover of The Toxic Wood
The Toxic Wood
OSR
Low, Medium Level
32 pages
0

The Toxic Wood is a deadly wilderness adventure for Old School Essentials This hexcrawl adventure focuses on game-able content and being easy to use at the table. It is graphic and art heavy and utilizes a lot of random tables to make it easier for GMs to run with minimal prep. "You have been hired by a secretive council of wizards, who refuse to meet in person with you, to rescue the survivors of Mugwort - a town which was thought to have been destroyed and lies deep within The Toxic Wood. The Wood is corrosive and the air is not safe to breath there, so the wizards have given you a magical orb which will create a safe dome of air around you. The orb must be fed with fuel containing life force to continue operating properly. They have also gifted each of you a less effective necklace which will create a temporary small bubble of clean air around your head as an emergency measure. The Wood became noxious a couple of years ago after a dragon known as Ion moved in. You will have to navigate to Mugwort without Ion noticing if you are to conduct a successful evacuation." The toxic wood is home to many strange entities; spiteful mutated horrors, ancient insectoid witch sisters, bloodthirsty redcaps, a mushroom witch and a corrosive dragon cult. Noxious gases produced by alien plants slowly coil through the air creating an endless red haze. Anything that is not part of the woods lethal eco-system is rapidly corroded, with all evidence of its existence erased within days. Details: 32 pages Single column text 8.5 x 5.5 aspect Black & White Bookmarks Hyperlinks Random tables Hooks and rumors for your players Rules for surviving in the toxic wood using the orb and other means 16 keyed hex locations Backgrounds for characters to aid roleplay New monsters Key NPCs A timeline of events for the DM to structure their sessions around Flora of the wood Random treasure tables Prompts and resolutions for what happens if players take different actions Cursed Items and Powerful Artifacts: Scattered throughout the wood, offering potent abilities but often with dangerous drawbacks.