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Cover of CCC-PHA-01 Six Summoned Swords
CCC-PHA-01 Six Summoned Swords
5th Edition
Levels 5–10
50 pages
0

Meaningful decisions, unexpected twists and memorable characters are the foundations of this dark 4-hour adventure for 5th to 10th level characters. A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity. But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Sometimes “doing the right thing” comes only in shades of black. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. In addition to a world full of intrigue and complex character choices, purchasing this adventure includes: An Official Adventurers League magic item certificate Printable portrait cards with roleplaying tips for important NPCs Gridded reference maps for combat encounters Condition icons to help track character status Special Certificate Holder ideal for event play NEW: Season 8 Item Unlock Handout - prints 9 to a page, one for every player! * Looking for an adventure to run at your special game day or convention? This adventure includes a “certificate holder” that features specially created art of the adventure’s magic item. When printed in colour and on card stock, it perfectly frames the official AL magic item certificate from this adventure and makes for an unforgettable souvenir. About the Swords Below the Moonsea Saga The saga consists of three adventures, with this adventure serving as a stand-alone prelude. The series continues with Six Striking Swords and Six Swords Unbound, the two of which should be played in tandem.

Cover of Operation Unfathomable
Operation Unfathomable
OSR
Level 1
108 pages
0

Part megadungeon, part underground expedition, Operation Unfathomable serves as both a one-shot adventure and a campaign framework. PCs are (optionally) drafted at swordpoint to recover the Nul Rod, a priceless artifact that was recently lost in a local prince's foolhardy attempt to destroy the Chaos Gods of the Underworld. The PCs have been drafted as an expendable set of pawns to venture into the vast and bewildering Underworld and retrieve the Nul Rod. With the Underworld's innumerable beasties being on high alert after the prince's expedition, the PCs must sneak through the incredibly dangerous Underworld. Fighting is not as important as stealth, fast-talking, and running away rapidly. This is the expansion from Sholtis's original Operation Unfathomable, released in Knockspell #5 (2011).

Cover of Night Below
Night Below
AD&D
Levels 1–10
192 pages
0

A missing mage... A ruthless band of kidnappers... A sinister conspiracy... Night Below, the first epic campaign adventure for the AD&D game, is designed to take the player characters from 1st level to 10th level and beyond. The PCs start as beginning adventures on a routine courier mission who soon become drawn into combating a sinister plot that menaces the pleasant land of Haranshire.

Cover of The Shattered Circle
The Shattered Circle
AD&D
Levels 1–3
32 pages
0

The Shattered Circle is an AD&D® adventure for four to six player characters of 1st to 3rd level. For many ages, the standing stones known as the Circle of Cahervaniel have stood on a grassy hilltop, unremarkable and unmenacing, but something has changed. A powerful artifact deep within the earth has been uncovered, and its evil power has corrupted the recent inhabitants of a dungeon complex. The chitine live within, a cross between humans and spiders created by the drow, but trying to live a quiet existence. The evil Foundingstone has corrupted some of the chitine, and split their society in two, bringing them to conflict. Adventurers who navigate the chitine factions and dangerous dungeon will need to end the threat of the Foundingstone and the solve the mystery of the strange dark unicorn Mizar that has appeared recently around the stones. Interestingly, one of the unique magic items in this adventure, Icerazor - is said to have grown from a shard of Frostrazor, a sword that appears in a famous later adventure - Return to White Plume Mountain. There is a brief mention of Suloise, so it can be considered a Greyhawk adventure, but clearly states it can be placed anywhere.

Cover of U01: Dark Days in Stoneholme (Fantasy Grounds)
U01: Dark Days in Stoneholme (Fantasy Grounds)
5th Edition
Levels 1–2
28 pages
0

Waves of supernatural darkness sweep over the subterranean city of Stoneholme, quenching lights and bringing with it foul creatures of shadow. After heroically defending a group of dwarven children being ravaged by a group of these shadow beings, the PCs are approached by Shtawn Deppenkhut -one of the king's own advisers- and are offered the task of finding the source of the darkness that threatens the city. The PCs investigation takes them through the Underworld to hidden caverns, where demon worshiping priests offer living sacrifices in an attempt to plunge Stoneholme into everlasting darkness, a first step in destroying the hated city once and for all, but as it turns out the priests aren't the only ones behind this unfolding plan to destroy Stoneholme. Dark Days in Stoneholme is ideally suited for a group of dwarven adventurers. It is recommended that you have access to the Stoneholme section of the Rise of the Drow revised & expanded edition (2014) but it is not necessary to run the adventure. Also available for Pathfinder. Published by AAW Games.

Cover of P2 Demon Queen's Enclave
P2 Demon Queen's Enclave
4th Edition
Levels 14–17
95 pages
0

The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!

Cover of Thralls of Zuggtmoy
Thralls of Zuggtmoy
5th Edition
Levels 5–7
38 pages
0

In the Anauroch desert, darkness is growing. The followers of the Vile Spore Goddess Zuggtmoy have stolen the dreams of the Bedine Seeress Deja, trapping them in an eldritch artifact. Unless her dreams are returned, the Seeress will descend into madness, and her people along with her.

Cover of Hall of Echoing Screams
Hall of Echoing Screams
4th Edition
Level 14
6 pages
0

Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95

Cover of Dark Heart of Mithrendain
Dark Heart of Mithrendain
4th Edition
Level 12
25 pages
0

When the PCs stumble into the Feywild, they find themselves in the middle of Mithrendain— a glorious eladrin city of grace and beauty. But as the heroes find themselves the target of mysterious attacks, they begin to discover that something rotten lurks in the city’s heart. Sunlight bathes the soaring towers of the eladrin city of Mithrendain. Gentle breezes swirl through wooded parks and along well-kept streets, and in the ancient settlement whos golden hues have seen it named the Autumn City, thousands live in peace and prosperity. For centuries, the fomorian chasms deep beneath the city have stood silent below the great magical seals that closed them in the wanting days of the eladrin empire. Over long years, the folk of Mithrendain have forgotten the dark threats of old, becoming complacent in their tranquility. And so none suspect that corruption lurks at the heart of the city, spreading out from the shadows to taint all it touches. Pgs. 104-128

Cover of Sekarvu's Lair
Sekarvu's Lair
3.5 Edition
5 pages
0

Sekarvu is a typical beholder. It spent much of its youth exploring underground realms and killing everything it found. One day, it came upon a large cavern filled with violet fungi. At the edge of the cavern, it found a small band of adventurers who had all but succumbed to the toxins of the fungi's tendrils. They offered little resistance to Sekarvu as it approached and began to feed on their still-writhing bodies. With its first bite, the beholder's life changed forever. Pgs. 52-55

Cover of Escape from the Forge of Dumathoin
Escape from the Forge of Dumathoin
5th Edition
Levels 3–4
21 pages
0

This 4 hour adventure for 3rd level characters begins in a prison cell where the adventurers must figure out a way to escape, acquire weapons and armor to defend themselves more effectively, and most importantly, escape a repurposed dwarven forge that has been appropriated by a fire giant who uses slave labor and even a captured red dragon wyrmling to smelt ore and forge an arsenal under the volcano Mt. Hotenow.

Cover of The Gates of Firestorm Peak
The Gates of Firestorm Peak
AD&D
Levels 5–8
96 pages
0

From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."

Cover of DDEX03-08 The Malady of Elventree
DDEX03-08 The Malady of Elventree
5th Edition
Levels 5–10
34 pages
0

An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. Can you find the source of the madness and save yourself and the village’s inhabitants? A four-hour adventure for 5th-10th level characters.

Cover of The Fall of Cyrog
The Fall of Cyrog
5th Edition
Levels 9–12
14 pages
0

This adventure is written with the intent that it takes place in the subterranean world called the Underdark in the world of Forgotten Realms, although it may be placed in other settings. Within the Underdark, Cyrog's lair can be placed anywhere though it is stated to be thousands of miles east of Gravenhollow. If you are running Out of the Abyss, you may want to have your players see the vision Cyrog Lives! Hail Orcus! (OOTA, 158). Additionally, it is recommended that this adventure be used for a party of 4 to 6 players, level 9 to 12. While merely hinted at through visions in Out of the Abyss, Orcus is roaming the Underdark unchallenged with an army of mind flayers at his disposal. Cyrog, the elder brain of a mind flayer colony in the Underdark has died. The demon lord Orcus has reanimated and taken control of it. The hive of mind flayers is now bent to Orcus's will through Cyrog as he strives to make all life in the multiverse into a vast undead horde under his control. The adventurers are contacted by a patron who gives them a special item (such as brain worms) to suppress their brain waves and make it possible to infiltrate the Cyrog's Lair without immediate detection. The adventurers must defeat or otherwise subdue mind flayers and a few guards, override the elder brain's mechanical defense system, and slay Cyrog.

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of CCC-GAD02-01 The Monster Within
CCC-GAD02-01 The Monster Within
5th Edition
Levels 1–4
39 pages
0

A mind flayer has called for a massive conference of monsters in the Underdark beneath Hillsfar. Trolls, umber hulks, demons, and more have answered the illithid's call. To infiltrate this gruesome menagerie, you must embrace the monster within yourself.

Cover of Into the Borderlands
Into the Borderlands
5th Edition
Levels 1–5
155 pages
0

The Borderlands. An untamed wild region far flung from the comforts and protection of civilization. A lone fortified Keep is the only bastion of Good desperately striving to maintain the forces of Chaos at bay. But Evil is everywhere, lurking in dark caves, fetid swamps, forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of Food rove the region. The Borderlands hold many secret wondrous locations, and opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds. Sharpen your swords and axes. Purchase your iron rations and tinderboxes. And Don't forget at least one 10-foot pole. Adventure awaits those with the mettle to confront Chaos in the Borderlands!

Cover of Night Barony of Erlkazar
Night Barony of Erlkazar
5th Edition
Level 15
68 pages
0

The Baronies of Erlkazar, once a prosperous region of pastoral tranquility, is now a land of nightmares and dread. Bandit armies plague the region, terrorizing the populace and surrounding countries of Calimshan, Tethyr, Amn, and Turmish. Though these threats are terrifying enough, it is nothing compared to what awaits the people of Erlkazar at night. In caves, tombs, and subterranean communities beneath the seemingly pastoral villages of Erlkazar live the secretive Night Barony. Ruled by the vampire Saestra and her legions of darkness, these monstrous denizens of the Five Baronies are the real power in the region. The country’s only hope of liberation is you.

Cover of The Lair of Sarkt
The Lair of Sarkt
3.5 Edition
7 pages
0

Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88

Cover of The Horror Under the Mountain
The Horror Under the Mountain
5th Edition
Levels 14–16
46 pages
0

On a nameless, featureless demi-plane the Tarrasque rages across an all-encompassing nothingness. Last seen on Faerun a century ago during the cataclysm of Odobaz, the battle mage order of the Eldritch Storm sacrificed itself to banish the mighty titan to its demi-plane prison. Now a foul power emerges in the High Ice and nightmare visions of the Tarrasque trampling cities wrack the minds of the living—can your adventurers defeat the Horror Under the Mountain?