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Cover of The Scales of Melusine
The Scales of Melusine
5th Edition
Level 4
7 pages
0

When the water source of the city-state of Guerino is poisoned and its citizens enchanted, a group of adventurers must follow the treacherous path deep into Mistfall Mountain and restore balance to the kingdom. Pgs. 91-97

Cover of FVC3 - Sinking of the Mercy
FVC3 - Sinking of the Mercy
5th Edition
Levels 8–12
23 pages
0

The Sinking of the Mercy is a sandbox style adventure with multiple side treks to give higher level characters a challenge. After recuperating from their last adventure the PCs find themselves at the port city of Covalush. A group of heavy storms have been battering the coastline for a while a few banged up ships have limped into port. The sailors have found the taverns and have been retelling the story of a sunken treasure ship they were travelling with. As the storms start to weaken the possibility of a treasure hunt has intrigued the PCs…

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of FVC6 - Inquiry into the Wildlands
FVC6 - Inquiry into the Wildlands
5th Edition
Levels 1–6
62 pages
0

The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!

Cover of NQ19 - Venzor Trench
NQ19 - Venzor Trench
5th Edition
Level 9
17 pages
0

Venzor Trench is set for a group of characters hired to deliver a magical item between two warring countries. The sea voyage becomes tumultuous and the ship goes down. With the mission unfilled the players utilize the magic item to survive on the bottom of the sea floor and continue to trek their way towards completing their misson through the legendary Venzor Trench!

Cover of The Razing of Redshore
The Razing of Redshore
3rd Edition
Level 20
35 pages
0

Can the city of Redshore be saved from utter destruction? "The Razing of Redshore" is a D&D adventure that confronts the party with the destructive force of an awakened sperm whale druid and the sinister machinations of a secret cabal of powerful assassins. It is designed to provide such a group with an opportunity to continue their adventuring careers into the realms detailed in the "Epic Level Handbook". This book is not required to make full use of this adventure, though; any pertinent information from the supplement is reproduced here. Pgs. 72-106

Cover of The Corruption of Skyhorn Lighthouse
The Corruption of Skyhorn Lighthouse
5th Edition
Level 8
24 pages
0

The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops

Cover of Lore of Aetherra: The Lost Druid
Lore of Aetherra: The Lost Druid
5th Edition
Levels 1–5
265 pages
0

Lore of Aetherra: The Lost Druid is an award-winning 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. Fano. Things here haven't always been so grim. Time and chance have conspired to transform this once magnificent city upon the lake into a run-down sanctum for the destitute and depraved alike. Those who would see Fano renewed seek a lost druid who brings with him the hope to restore the city to its former glory and awaken the ancient technology hidden deep within its constructs. Could Fano's awakening usher in a new era of peace and prosperity, or will it unearth a conspiracy lurking in the shadows? Lore of Aetherra: The Lost Druid is a 5th Edition adventure designed to bring characters from level one to five, and is the first in an expansive 4-book saga of science-fantasy adventures that will take your players to level 20. A uniquely immersive RPG experience, The Lost Druid employs a myriad of digital content that can be experienced using the Alchemy RPG platform. Enjoy a cinematic storytelling structure, breaking chapters into scenes supplemented by expansive soundscapes, dynamic musical scores, voice-acted flavor text, and environmental motion graphics. 2023 IPPY Awards Winner: GOLD in Reference Product Contents: Over 250 Pages Over 2 hours of Audio Content 5 Premade Player Characters 6 Side Quests 7 Tavern Mini Games 35 New NPCs and Monsters Maps: 8 area, 1 city, and 1 region New Backgrounds, Spells, and Magic Items Over 60 NPC Profile Blocks AI Combat Tactics for Every Encounter Published by HITPOINT Press

Cover of FN6 - Sunken Temple of Bulu
FN6 - Sunken Temple of Bulu
AD&D
Levels 4–6
15 pages
0

Tillius Morganstein aka the Mad Mage has selected your group to investigate an ancient temple hidden below the peaceful waters of Lake Springwood. The wizard is too old to investigate the area himself and has enlisted your help. While he has studied the ancient texts dedicated to "Bulu" he cannot define what dangers may lurk or what treasures may await those brave enough to delve into the submerged halls but surely the rewards will be great!

Cover of The Beast of Bastion Bay
The Beast of Bastion Bay
5th Edition
Level 5
36 pages
0

Bastion Bay has become a bustling trade hub under the guidance of the cunning Capa Meriosa - but all is not well in the former pirate town. A monstrous undead shark stalks the seas, sinking any ship that gets too close; the newly built light house has gone mysteriously dark; and rumours swirl of twisted witches and other horrid things stalking the night. The port has been shut with no ships allowed to leave and tensions are running high. Bastion Bay is on a knife edge, and a new ship is just pulling into port... The Beast of Bastion Bay is an adventure for the 5th Edition of Dungeons & Dragons! It is designed for 3-5 5th level characters, and assumes a wide range of skills and abilities. It is designed to be played across multiple sessions and should take between 5 and 10 hours to complete. The adventure centres on the port town of Bastion Bay but can easily be transferred to any small or medium port town as long there are nearby islands and caves. This adventure was designed to have an equal balance of combat, exploration, and role-playing encounters.

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery

Cover of Forgotten on the Isle of Mnemos
Forgotten on the Isle of Mnemos
5th Edition
Levels 1–3
98 pages
0

A band of shipwrecked adventurers awake to twilight on an uncharted jungle island to the Northwest of the Nalanthars with amnesia, little do they know the amnesia is recurrent at the completion of each long rest until an ancient curse powered by an incomplete Mythallar is lifted.

Cover of Maanstorm - Legendes van Thalorne (Dutch)
Maanstorm - Legendes van Thalorne (Dutch)
5th Edition
Levels 5–6
114 pages
0

Een gevallen ster inspireert moed! Samen met de jonge priesteres Volana zullen helden een spannende tocht ondergaan waarin kracht, kennis en geloof een hoofdrol spelen. Onderweg krijgen ze te maken met sluwe vijanden, unieke bondgenoten en een duistere macht welke de vonk der goddelijkheid maar moeilijk kan weerstaan. Word een groter deel van het avontuur dankzij deze mogelijkheden: - Begin jouw legende: drie nieuwe subclasses voor fighter, cleric en druid - Aspectgeborene: een nieuw speelbaar ras met een elementaire connectie - Maanzeiler en Zandklauw: twee aan Padkust unieke backgrounds voor spelers - De stad Padkust: gedetailleerde informatie over de stad en zijn leiders - Magische voorwerpen: bekende maar ook unieke schatten om te verkrijgen

Cover of Seekers of the Silver Forge
Seekers of the Silver Forge
3.5 Edition
Level 15
23 pages
0

Strange catches have long plagued fishermen's nets -- but none so strange as rotting fish that twitch and gasp for days after they are taken from the water, or a gilled githyanki's severed head found in a shark's belly. Do these briny omens lend credence to rumors of a sunken githyanki city caught in a necromantic civil war? This is a sequel to "The Death of Lashimire" (Dungeon Magazine #116). This adventure makes use of rules and options from "Stormwrack" and the "Expanded Psionics Handbook". Pgs. 60-82

Cover of Seers of the Drowned City
Seers of the Drowned City
Pathfinder
Level 6
64 pages
0

With the dawning of the Age of Lost Omens, a supernatural hurricane known as the Eye of Abendego brought ruin to the nation of Lirgen. Today, what was once a powerful nation exists as a flooded swampland, its fallen cities immersed under the endless flood of a perpetual storm. In Hyrantam, the ruined capital of Lirgen, a few stubborn survivors have managed to eke out a living for themselves, but now, strange new patterns in the storm that constantly looms on the horizon have swept local predators into violent frenzies. Worse, a new sect of strange seers known as the Stormreaders has come to the area, and its demands on the people of Hyrantam have grown increasingly dire. What link might the Stormreaders have to these new squalls, and what vile plots might they be hatching from their new seat of power deep in the drowned city’s ruins? Seers of the Drowned City is an adventure for 6th-level characters and features a poster map of the ruins of Hyrantam. The author of this adventure, Nicholas Wasko, was the Season 9 winner of the RPG Superstar contest, in which hundreds of unpublished authors compete for the chance to write a Pathfinder Module. In addition, this book contains a host of new monsters and magic items designed by the contest’s talented runners-up. Seers of the Drowned City is designed for four characters and uses the medium XP track. The characters will reach 8th level by the end of the adventure.

Cover of Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder
Level 9
96 pages
0

Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.

Cover of Dungeon Crawl Classics #79.5: Tower of the Black Pearl
Dungeon Crawl Classics #79.5: Tower of the Black Pearl
Dungeon Crawl Classics RPG
Level 1
20 pages
0

Once every decade, the tides of the Empyrean Ocean recede far enough to reveal the highest eaves of a mysterious undersea tower. Long ago this was an eldritch fastness of Sezrekan the Elder, the most wicked wizard ever to plague the Known World, but now the tower is known simply as the final resting place of the fabled Black Pearl – an artifact rumored to bring doom upon all who dare to posses it. Tonight the moon nearly fills the sky, and the tides have already begun to recede. Adventurers have eight short hours to explore the tower before the dark waters return. The fabled Black Pearl will be theirs for the taking…if they can survive the Pearl’s curse.

Cover of Beneath the Maelstrom
Beneath the Maelstrom
5th Edition
Level 8
7 pages
0

Far from shore, in the cold depths of the ocean, lies a legendary whirlpool, five fathoms wide, hungry for sailors, their ships, and their goods. By its side sits a man-eating monster, many-headed and hungry for any who escape the maelstrom. But beneath these perils are the ruins of a palace, rumored to be filled with treasure beyond imagining and, maybe, a history of secrets lost to time beneath the waves. In the midst of a storm, the party’s ship is caught in a strong current. The whirlpool traps them inside of the ruins of an underwater palace, which was once home to a group of nymphs and now is the last vestige of the story of how the nymph Scylla was transformed into the infamous peril she is today. Pgs. 165-171

Cover of The God In The Lake
The God In The Lake
3.5 Edition
Low Level
4 pages
0

The sleepy village of Raven's Lake has a secret: A terrible god lives in the depths of the settlement's namesake. The citizens of Raven's Lake know that something lives in the lake. People who go out on the lake after dark go missing far too often and frequently turn up weeks later with no memory of where they've been. The local church of St. Cuthbert has been abandoned no fewer than seven times in the last two years, each time its lone cleric packing hastily and fleeing town without a word. Adventurers who come to Raven's Lake have a habit of vanishing forever. The truth is that something does indeed live in Raven's Lake but it is far from a deity. It's an exiled aboleth by the name of Zlorthishen.

Cover of Tides of Dread
Tides of Dread
3.5 Edition
Levels 9–11
32 pages
0

The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.