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Cover of Castles & Crusades I1 Into the Unknown: Vakhund
Castles & Crusades I1 Into the Unknown: Vakhund
OSR
Levels 1–2
26 pages
0

No introductions are necessary for I know well who you are, my intrepid adventurer. A weary traveler indeed. Have a seat, my friend, before you enter the Graffenvold and traverse its byways. Have you come here to rest, to leave the muddy tracks and sharp edges of the world behind? Is that, it my fine fellow? Or have you come to beat down the Lords of this Land and submit them to your will? Which is it fellow, the easy or the hard road you are after? I fear you have gone beyond yourself, and here in Inzae your mistake may be your doom. For beyond yonder door is a fearful world clinging desperately to life. Its denizens struggle against a vast array of malignant forces that seek to drag them deeper into the pits of the Maelstrom. And even here, in this backwater called the Reintier, you will find no respite from this meaningless and overwhelming struggle. So take heed traveler, take heed as you enter the Graffenvold, it will do you well to remember that this is a deadly world and lest you take care, you will be engulfed in its dying spasms. Traveling south in the goblin kingdoms is always frought with danger. So many will go only so far as the Baron's outpost, The Vakhund, The Watchdog Tower, and reside there in safety while merchants and others fare their way down the road. But what happens when the Vakhund is attacked by goblins, orcs and bandits? A princess is kidnapped, and only a dangerous trip into the dark, infested goblin kingdoms will reveal the answer. A Castles & Crusades adventure intended for 4-8 characters of levels 1-2, Vakhund: Into the Unknown marks Part 1 in the thrilling Death on the Treklant Trilogy and introduces the grimly realistic World of Inzae. Those brave enough to enter her Maelstrom and become heroes shall linger long in the halls of valor and memory.

Cover of Crypt of Lyzandred the Mad
Crypt of Lyzandred the Mad
AD&D
Levels 6–9
48 pages
0

Lost Tombs, Volume 2 The lich Lyzandred: a madman, an undead archmage, a survivor of the twin cataclysms that destroyed tow great empires. His name invokes fear in the hears of the smallest children, the bravest warriors, and the wisest sages. Like a malicious cat, the lich toys with all who stumble into his maze, tormenting them with strange puzzles and obscure riddles, monsters and demons, weird traps and dangerous magics. All who enter the crypt of Lyzandred find themselves scarred with his rune, proof of their visit -- and their folly. But there is a method to the madness of Lyzandred, a purpose to his twisted games. If you're lucky, you might even live to learn about it. The Lost Tombs series begins with Star Cairns (Volume 1) and concludes with The Doomgrinder (Volume 3). Each adventure is playable separately, or they can be linked to form an epic-length story. TSR 9580

Cover of Dread Pagoda of the Inscrutable Ones
Dread Pagoda of the Inscrutable Ones
3.5 Edition
Level 10
18 pages
0

Atop a distant mountain peak, a monstrous entity plots dark deeds. The final chapter of the Seeds of Sehan campaign arc. "To a mind that is still, the whole universe surrenders." Chuang-Tzu. Pgs. 30-47

Cover of M2 Maze of the Riddling Minotaur
M2 Maze of the Riddling Minotaur
BECMI
Levels 1–10
32 pages
0

For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060

Cover of Cold Hands of Chaos
Cold Hands of Chaos
4th Edition
Level 20
6 pages
0

At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131

Cover of Greenwood of the Fey Sovereign
Greenwood of the Fey Sovereign
Dungeon Crawl Classics RPG
Levels 0–1
20 pages
0

War is looming between Nanch and the Fey. Those on the border are caught between two dangerous dynasts. Pressed into duty for lord and country, the peasants and gong farmers of Nanch find themselves in a strange and unnerving forest full of denizens older than the practice of naming. In this new world, the rules of life and death are a game of whimsy practiced by fantastic forces, and bizarre ancient feuds re-ignite in the chaos of war. Those errant attendants of Nanch will be fortunate to survive the madness of either ruler! The adventure spans a series of strange and otherworldly encounters with the magical and surreal denizens of Greenwood—while under the incompetence, cowardice, and bullying of Pertrub (one of the King’s footmen). As the encounters continue, signs of the Earl’s fate are everywhere. The players must pick up clues and begin to grasp the realities behind them! The adventure features a number of visual puzzles with handouts to help the players solve them. This 20-page, stand-alone adventure includes a new class: the Wild Elf. The adventure is for low-level characters. It is not setting specific and can be placed near any ancient woodlands.

Cover of Seven Weddings
Seven Weddings
5th Edition
Level 3
5 pages
0

The community of Lukestown has been haunted by a vengeful spirit, Lilian. She is intent on keeping her widower Marcus from ever enjoying marriage without her.Today is Marcus' seventh wedding after his late lover passed. Will this ceremony end in celebration or death? The answer rests in the hands of a small group of adventurers. This urban one shot adventure involves some murder mystery and puzzle solving components.

Cover of The Grandmother Tree
The Grandmother Tree
5th Edition
Levels 2–3
15 pages
0

Cookie swarms? Bubble traps? A three-story tree house? The Grandmother Tree is a whimsical adventure about friendship aimed at elementary kids (and kids at heart) who love the problem-solving and adventuring part of playing Dungeons & Dragons and enjoy resolving encounters with less combat. Share your joy of Dungeons & Dragons with the whole family! This two-hour one-shot is suited for characters level 2-3, and includes the following features: -New ‘monster’ and trap that appeal to kids -Full-color maps -Detailed flowchart of the whole adventure to streamline your prep -Can be dropped into any existing campaign or run on its own -Fully playtested by kids -Printer-friendly version of the adventure and maps -Kid-friendly artwork -Interactive mini games your whole table will enjoy -Tips on playing TTRPGs with kids, graciously donated by Anne Gregersen from her best-selling guide, Little Heroes -A portion of the proceeds benefits Extra Life, helping fund children’s hospitals

Cover of The Hag's Hexes
The Hag's Hexes
5th Edition
Levels 4–18
66 pages
0

The Hag's Hexes is a 66 page guide designed by Dungeon Masters Guild luminaries like JVC Parry and Janek Sielicki alongside rising stars and old stalwarts like Matt Butler, Matthew Gravelyn, and Tim Bannock. It was created with one thing in mind: to make hags more than the sum of their (often meager) Challenge ratings, giving them the mechanics, roleplay potential, and weird magic that can inspire campaigns, lay low kings and warlords, and potentially ensnare unwary Player Characters into campaign-changing curses or long-term bargains that force them into terrible moral quandaries! Split into five chapters, the authors have provided everything a DM needs to terrify their players for years to come. The Bestiary features over a dozen monsters; some are new hags, some are their minions or even their mobile lairs, and one of them -- the Shaitan AKA Desert Hag -- was featured in Monsters of the Guild! Bargains & Curses is a chapter filled with ideas that can kick-start campaigns, threaten valued NPCs, or put Player Characters' very existence and morality at stake. Chapter 3 includes two dozen items of wonderment, weirdness, and dread, ranging from fairy tale-inspired items of whimsy to terribly cursed items of horror. Chapter 4 is titled "Filthy, Vile & Downright Dirty" and provides dozens of roleplaying tips to make hags come alive, new mechanics inspired by and expanding on Volo's Guide to Monsters (coven spell lists, aunties, grandmothers, alternative coven members), and ends with useful combat tactics for each of the hags from the Monster Manual and Volo's Guide, as well as tactics for covens. Finally, Chapter 5 presents five encounter groups (with sub-encounters) to give you quick story seeds and monster lists that you can put together in minutes to create a single encounter or to inspire a full campaign, and ends with three full-length adventures -- each with 3-5 encounters -- that showcase many of the new monsters, rules, magic items, and so on that appeared in earlier chapters. Each of these adventures comes with an encounter map meant to act as inspiration for hag lairs, and they include useful mechanical ideas for terrain effects and descriptive keywords listed directly on the map for added inspiration and easy customization! Designed by Tim Bannock. Written by Matt Butler, JVC Parry, Janek Sielicki, and Tim Bannock. Edited by Matthew Gravelyn and Tim Bannock. Cover Art by Elena Naylor. Cartography by Tim Bannock using Inkwell Ideas' Dungeonographer (Dungeonographer is copyright Inkwell Ideas). Layout & Graphic Elements by Elena Naylor with Tim Bannock. Interior Art by Arcana Games, Bruno Balixa, David Lewis Johnson, Dean Spencer, Earl Geier, Filip Gutowski, Jacob E. Blackmon, Joyce Maureira, Petr Kratochvil, Jayaraj Paul, Brian Brinlee, and Wizards of the Coast.

Cover of AL3 - River Pirates
AL3 - River Pirates
5th Edition
Levels 3–5
19 pages
0

With a bit of experience under your belts, you roll into the small town of Windomere with the hopes of catching a ferry to the larger community of Sepopolis. Your initial greeting lacked a warm glow and you quickly discover why. Apparently a river pirate with the moniker of ‘Slippery Peat’ and his cronies have been causing quite a stir in the area. You have a bit of a layover…ready to do the region a favor?

Cover of Temple of the Four Winds
Temple of the Four Winds
4th Edition
Level 19
6 pages
0

Every priest in the city dreamed last night of a forgotten temple carved into the side of a nearby mountain. In the dream, a storm raged deep within the temple, and the dreamers knew instinctively that evil forces sought to unleash that storm upon the surrounding lands. Pgs. 120-125

Cover of Vault of the Mad Baron
Vault of the Mad Baron
OSR
Levels 2–5
62 pages
0

Beneath Castle Bergfried lies the vault of the grief-struck Baron – heavily infested with a crystalline virus from the past. Here an adventure party must choose between rival forces that seek to explore the vault and decide the future of the Inside World. ‘Vault of the Mad Baron’ is the second installment in a series of three modules in the Inner World. It can be played as a stand-alone adventure or be added as a small barony to an ongoing campaign. The scenario can be used with Swords & Wizardry or any other early variant of game rules and is suitable for PCs level 2-5. Inside you will find: A 60+ page old-school module with a layout optimized for fast and easy interfacing. An adaptable barony complete with town, castle and dungeon. Unique districts with encounters and sights. 6 major factions fully detailed with headquarter, plans, and missions for the PCs. Detailed description of a castle and associated dungeon levels. Downloadable maps for both players and the Referee. Locations allowing the PCs to travel to another era within the setting. Unique new creatures and magic items.

Cover of The Light of Xaryxis
The Light of Xaryxis
5th Edition
Levels 5–8
64 pages
0

Light of Xaryxis is a thrilling space adventure set in the Spelljammer: Adventures in Space campaign. Heroes sail through the vast expanse of wildspace, encountering cosmic threats and unraveling mysteries. The Xaryxian menace, fueled by the star Xaryxis, seeks to annihilate the multiverse. As brave spacefarers, your characters must navigate intrigue, battle alien foes, and ultimately decide the fate of worlds. Will they save the realms or face oblivion in the cosmic glow of Xaryxis?

Cover of The Wizard's Egg
The Wizard's Egg
5th Edition
Levels 1–4
34 pages
0

Break in. Do the job. Survive the fallout. In a city so vast as Pindus-on-Isles, if you want to get ahead, you need to cozy up with someone powerful. And do something dangerous. When Hope the Fixer shows up at your door with a job from an anonymous employer, the pay is good enough. Are you? Seems there’s a thief holed up in a Wizard’s Egg, a stone laboratory suspended high on a tower. The anonymous employer wants the stolen goods trashed. It’s in Lightmill though. Those glittering skyscrapers are no place for basegels like you. Get your disguise together. Hope’s got the hippogriffs. It’s destruction time.

Cover of Drums at Daggerford
Drums at Daggerford
5th Edition
Level 5
160 pages
0

5e Solo Gamebooks presents Drums at Daggerford, the fifth in our continual series of solo adventures set in the Forgotten Realms. This quest enables you to experience D&D without a dungeon master! Simply roll up a level 5 PC and get playing. Drums at Daggerford is the way you must experience solo adventuring. Players and DMs beware, a new standard has been set. This solo adventure continues the story arc first begun in Death Knight’s Squire, developed further in Tyrant of Zhentil Keep & Citadel of the Raven, and left in The Tortured Land. Drums at Daggerford’s ability to echo a Tolkien spirit reverberates throughout the narrative no matter which path you may choose. But choose wisely because a razor’s edge separates peril from glory. Over a year in the writing, this latest instalment in our solo adventure series is a mini sandbox campaign that will give you anywhere up to 8 hours of solo adventuring enjoyment. Completionists and those who like to replay these adventures will get even more gametime. There are mysteries to be uncovered, items and sidekicks to be gained, codewords to unlock and villains to conquer! With lots of exploration, meaningful decisions, hard fights, and a variety of rewards and stories, Drums at Daggerford will continue to resonate with you long after solving the big mystery behind Krond Vikkurk’s malevolent plans.

Cover of F5 - Liberation of Irongate
F5 - Liberation of Irongate
AD&D
Levels 2–5
19 pages
0

Tragedy has struck the Dwarven Kingdom of the Hammerskin Clan. Recent quakes have opened the Dwarven mines to a humanoid invasion that have taken over the Stonegate and Irongate sections of the kingdom. On your last foray into the Dorgel Mountains you were tasked to deliver a plague cure for the town of Timel. On your way through the trade route you discovered the invasion and fought your way through to deliver the remedy. Now you must return to help the Dwarves secure their domain!

Cover of GPH2: Coral Palace of the Marid (5e)
GPH2: Coral Palace of the Marid (5e)
Unknown Edition
Levels 12–15
40 pages
0

𝐂𝐨𝐫𝐚𝐥 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐚𝐫𝐢𝐝 𝐓𝐡𝐞 𝐒𝐞𝐜𝐨𝐧𝐝 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Emerald of Aquatic Perfection, reputed to be held within an extraplanar undersea genie basilica. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟐𝐭𝐡-𝟏𝟓𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟒𝟎 𝐩𝐚𝐠𝐞𝐬.

Cover of The Deadly Sea
The Deadly Sea
AD&D
Levels 4–7
13 pages
0

A desperate rescue beneath the waves. The Deadly Sea is an oceanic quest for 4-8 characters of 4th-7th level in the AD&D® game. The use of magical items or spells which aid undersea combat, movement, and breathing is strongly advised. The ability to open locks is also helpful, as are mariner skills and knowledge. See additional notes in the section ‘‘For the Dungeon Master.” The adventure begins at a seaport which the Dungeon Master should name and develop as desired, to fit the circumstances of his campaign. The names of other areas may be changed to fit the campaign as well. This module requires some detailing and planning prior to use.

Cover of The Complete Roslof Keep Campaign
The Complete Roslof Keep Campaign
AD&D
Levels 1–12
134 pages
0

"...Night fell again on the ancient keep, whatever had been relegated to life below the surface for so many years finally finding its way to the streets and only the Company of the Ivory Scimitar has a chance to stop it." Follow the exploits of the Company of the Ivory Scimitar as it starts from nothing to become the greatest Mithel company in history. Brave the dangers within the intelligent labyrinth of the mad fey Mithelvarn. Fight enemies both above and below ground, enter the wildlands, wage war against an insidious corruption, and finally take the plunge into a sunken dungeon. Can you and your players find a way to outwit your competition for the ultimate prize, immortality, or will the Infernal Machine win out and destroy the entirety of Roslof Keep? This fully compiled mega-adventure is compatible with 1E and 5# mechanics and will take characters from 1st level through the mid-teens. For beginners and experts, players and DMs, this book provides all a gaming group needs to run the complete Roslof Keep Campaign including new races, monsters, dungeons, side-adventures, and more. Will you be the first to conquer mad fey Mithelvarn's Labyrinth? Contains: ROS1 Beneath Roslof Keep ROS 1.5 Welcome to House Aldenmier ROS2 Tremors in the Machine ROS 2.5 Test of the Tower ROS 3 The Curse of the Violet Corruption! ROS 3.5 Dire Run to House Fleetwood! ROS 4 Glade of the Burning Dead ROS 4.5 Hammer's Fall in Anarchy ROS 5 Deep Dive in the Flooded Halls! ROS 5.5 The Mithel Company Champion ROS 6 Realms of Madness and Despair! ROS 6.5 The Final Banner Races of the Nameless Realms, 1E & 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of Don't Get Lost in Whiskaway Wood
Don't Get Lost in Whiskaway Wood
5th Edition
Levels 5–9
22 pages
0

Hidden deep within The Reaching Woods is a swamp grotto known to the locals of Hardbuckler as Whiskaway Wood. The townsfolk know to keep their distance from this place as few make it back. If they do, they come bearing toxic diseases that place the entire town in jeopardy. This is the situation the town is dealing with when the adventurers come knocking on the outer gates of Hardbuckler. In this adventure, the party must go forth into the swamp in search of Rotwood Maggie, a hag priestess of Talona who calls Whiskaway Wood her home. She possesses information on how the adventurers may go about saving the town, but her secrets don’t come cheap. In addition, some of the information she possesses may leave the adventurers questioning whether the town deserves to be saved at all. Features a disorienting swamp dungeon bolstered by several new magic items, creatures and diseases! Be sure to check out the full preview of the adventure when you visit the page!