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Cover of DDAL07-11 A Lesson in Love
DDAL07-11 A Lesson in Love
5th Edition
Levels 11–16
31 pages
0

An old elf has wandered into the city from the jungle--prattling on about his long-lost daughter to anyone whose ear he can bend. Though most in Port Nyanzaru dismiss him as mad, he speaks the truth. Can you find and save his daughter?

Cover of Something Wild
Something Wild
AD&D
Levels 4–7
64 pages
0

Every Berk in Sigil Struggles to keep his savage sid at bay. But now the bars of the cage are breaking down. . . . Don't go to sleep, cutter-that's where the shadows slink, gnawing at the frail cord of sanity. The dream-touched sods of Sigil are snapping one by one, turning on each other like wildcats in the streets. And as people become animals, animals become monsters, rending friend and foe alike with fang and claw. The lawful factions have enough trouble dealing with a rash of breakouts form the Prison. But when the shackles of society fall away, it's all a body can do to keep the beast within form bursting free?and running wild. Something Wild is a Planescape adventure for four to six characters of 4th to 7th levels. When Sigil falls prey to disturbing nightmares and outbreaks of violent fury, the heroes must follow bloody trails to the treacherous peaks of Careeri and the savage jungles of the Beastlands. An ancient terror threatens the planes anew, and only the player characters can stop it from feasting on the flesh of the multiverse. The Planescape Campaign Setting boxed set is required to run this adventure. The Planes of Conflict Campaign Expansion boxed set, the Planescape Monstrous Compedium Appendix, and In the Cage: A Guide to Sigil are recommended as well. Product History "Something Wild" (1996), by Ray Vallese, is the sixth standalone adventure for Planescape. It was published in March 1996. Continuing the Planescape Series. If 1994 was the year of Planescape adventures, and 1995 was the year of Planescape settings, then 1996 had a new focus: novels. The year led off with the first Planescape novel, Blood Hostages (1996), which also led off the setting's increased emphasis on the Blood War. Meanwhile, it took until March for a new RPG book to appear. "Something Wild" was the first of just two adventures published during the year. It continued the trend of 64 page adventure books, but was the first Planescape adventure that didn't have a GM Screen. Adventure Tropes. As with many Planescape adventures, "Something Wild" starts out in Sigil and then travels off into other planes. Like most adventures of the '90s, it's also heavily plotted, with individual scenes moving the storyline along. Though the adventure includes sections set in the wilderness and in a town, they're not explorations, they're segments of a story. There is a traditional dungeon crawl of a gehreleth lair toward the middle of the adventure, but that's it for older-school fare. The most interesting aspect of the adventure is probably its inclusion of a "dreamscape" that players travel through. Though adventures of this type date back to at least DL10: "Dragons of Dreams" (1985), the idea was little used in D&D adventures. Still, it was gaining some traction in the mid '90s thanks to the Ravenloft setting, and especially thanks to the Nightmare Lands (1995) supplement, which includes rules for dreamscape adventures. Expanding the Outer Planes. "Something Wild" travels to the Beastlands and Carceri, both of which had recently been detailed in Planes of Conflict (1995; it includes some new details on each. The expansion of the Beastlands is the most important, because much of the adventure is centered on that plane and the goals of its denizens. Signpost, which lies on the border between the plane's top two layers, is also detailed. Finally, the Cat Lord gets a spotlight; he's a strange being dating back to Monster Manual II (1983) that had never received much attention previously, except in Gary Gygax's Dance of Demons (1988) novel. The information on Carceri is not as generally useful because it details a very specific, primordial prison for a bestial god named Malar. Nonetheless, "Something Wild" makes good use on the plane by focusing on the demodands (gehreleths), a fiendish race dwelling on Carceri that has never gotten much attention. "Something Wild" was also the adventure that really started to push the Blood War forward. For the first two years of Planescape's existence, this fiendish war was a background element, but in the novels and supplements of 1996 it turned into a true metaplot. That ball starts rolling here with several hints that "a particularly nasty stage of the Blood War" lies just ahead. About the Creators. TSR Editor Vallese had done considerable development work on "Fires of Dis" (1995) the previous year, and was now given his own adventure to write. He'd continue on with a few more Planescape products in the next few years, concluding with the Torment (1999) novel. About the Product Historian This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to [email protected].

Cover of Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch
Pathfinder Society Scenario #14: The Many Fortunes of Grandmaster Torch
3.5 Edition
Levels 1–7
18 pages
0

When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?

Cover of The Tomb of the Daughter
The Tomb of the Daughter
OSR
Any Level
8 pages
0

The adventure text was written by a neural network (Talk to Transformer) and compiled by a human editor. It is surprisingly usable. The adventure is centered upon the dangerous and thoroughly weird Tomb of the Daughter, the burial place and temple of an ancient Goddess. Explore several rooms connected by teleport systems, fight strange creatures, and perhaps thwart a demon summoning.

Cover of Encounters in the Savage Wilderness
Encounters in the Savage Wilderness
5th Edition
Levels 1–10
116 pages
0

Encounters in the Savage Wilderness contains 19 encounters / mini-adventures, a few new creatures and items, and downloadable maps. We've also added suggestions on how to use the encounters in Eberron.

Cover of Tower of Zenopus (Sample Dungeon)
Tower of Zenopus (Sample Dungeon)
BECMI
Level 1
6 pages
0

The ground-breaking introductory adventure for Dungeons & Dragons that served as a DM aid in the first D&D Basic Set, released by TSR in 1977. This set included a 48-page rulebook covering the first three levels of play, and was skillfully edited by Dr. J. Eric Holmes from the original 1974 D&D rules written by Gary Gygax and Dave Arneson. The original set included an exemplary dungeon level, but it was a loose collection of examples and not geared toward starting characters. Holmes advanced this concept by writing a new thematic dungeon with a strong backstory, creating an adventure that has remained a fan favorite over the decades. Officially, its only title is "Sample Dungeon" but colloquially it goes by various names based on Zenopus, the doomed wizard who built the dungeon under his tower

Cover of DDEX02-14 The Sword of Selfaril
DDEX02-14 The Sword of Selfaril
5th Edition
Levels 5–10
33 pages
0

The fabled sword of Selfaril is told to bestow wisdom and power upon whomever wields it, so naturally its discovery has caused quite a stir in Mulmaster. All of this is complicated when a masked benefactor claims to not only know the truth about the blade, but also how it can be used to benefit the oppressed people of Mulmaster. Can it truly change Mulmaster for the better?

Cover of Sparkless
Sparkless
5th Edition
Levels 1–2
26 pages
0

I am sorry child. The world is unfair. You are not like the rest of them. And you never will be. Sparkless is a 5E adventure set in a world of spirits and filled with exploration, conflict and magic. This adventure is designed for characters of 1st level and should provide enough content for two or three game sessions. In this supplement, you will find everything you need to take your players on a dangerous journey through mist-covered swamps to unearth forgotten knowledge and save a lost child. Content Warning: While no children are harmed in this adventure, it features a kidnapped newborn as a major driving force of the story. Before running this adventure with your friends, consult them and make sure they feel comfortable with exploring this theme in their game. The supplement contains 3 encounter maps and 2 dungeon maps. Each map is available in high resolution for print, and a lower resolution perfect for VTT. You can also download each of the maps without a grid and customize it to your liking! Sparkless contains plenty of new 5E compatible material including: 5 creatures, 3 magic items, 1 spell, and a new playable race: The Reclaimed. A new design that lets you keep some of your old race features and get access to new ones! Published by Beyond the Screen

Cover of In the Abyss
In the Abyss
AD&D
Levels 8–10
32 pages
0

Looking for a little extra jink and maybe some excitement? It seems the Doomguard lost track of their coveted ship of chaos. It's flying about the abyss, driving the local tanar'ri even more barmy than they already are. Several factions want to get their hands on the Doomguard's stake, so there's bound to be a few job offers for bloods looking for a little action. Every sod's got a tale to tell about the abyss—it's the sinkhole of the multiverse, after all, peopled with every kind of scum a body can imagine and a few he can't. Never been there? Well, there's no time like the present. *** "In the Abyss" is a Planescape adventure for a party of four to six characters of levels 8 to 10. A simple errand to salvage the lost ship of chaos allows the player characters their first opportunity to explore the most notorious plane of them all. Of course, complications are as inevitable as the tanar'ri! The Planescape Campaign Setting and Planes of Chaos boxed sets, as well as the Planescape Monstrous Compendium Appendix, are required to run this adventure. TSR 2605

Cover of FS10 - Utopian Tower
FS10 - Utopian Tower
AD&D
Levels 1–3
15 pages
0

Utopian Tower is a solo adventure which brings a new PC/player to the small Halfling village of Phebus on their way to a job opportunity. While the PC has time to spare they learn of a haunted tower that has the villagers on edge and is asked to investigate for a reward! While in town the PC meets a bard also headed to a job opportunity leading to a potential fellowship…if they survive! An excellent setting to teach a player new to the game on the basic mechanics. The adventure ties in roleplaying in a town environment, overland and dungeon movement, as well as combat encounters!

Cover of Quite the Pickle - A Saltmarsh Adventure
Quite the Pickle - A Saltmarsh Adventure
5th Edition
Levels 5–10
54 pages
0

Be Ready with the Snapping Line... Just about every community, big or small, civilized or seedy, has at least one popular tavern. Folks may go there to relax or to look for work, to celebrate or to mope, to learn the latest or to forget. And while some may be willing to travel far from the comfort of their favorite watering hole in search of adventure, in the seaside town of Saltmarsh, they may not have to. At the Snapping Line Inn and Tavern: * Enjoy food, drink, gossip, a darts competition, and maybe a rousing bar fight. * Participate in a gambling night. Watch out for pirates! * Stop a dark ritual to save an innocent—and yourselves. * Come to the rescue when there’s an accident by the pier—and the predators arrive. Four linked encounters around a pier-side tavern for characters of levels 5-10. Playable individually, scattered throughout another campaign, or together as a four-to-six-hour adventure.

Cover of Dungeon Crawl Classics #84: Peril on the Purple Planet
Dungeon Crawl Classics #84: Peril on the Purple Planet
Dungeon Crawl Classics RPG
Level 4
32 pages
0

The Purple Planet: Where tribes of man-beasts wage an endless war beneath a dying sun. Where mighty death orms rule the wastes, befouled winds whistle through ancient crypts, and forests of fungi flourish in the weirdling light. Where ancient technologies offer life ... or a quick death. Bereft of patron, friend or god, your survival depends on quick wits and a strong blade. Will you and your companions stand as conquerers atop this alien land? Or will you fall beneath the blast of an ink-black death rays, just another corpse left to litter the wastes of the Purple Planet?

Cover of F10 - Priory of Enyndeth
F10 - Priory of Enyndeth
AD&D
Levels 4–6
13 pages
0

A small valley in the Basalt Mountains is home to a small farming community and a priory for the deity Enyndeth. Here young acolytes study to be full-fledged clerics of their faith. The priory was built into the side of one of the mountains when the community specialized in mining. This town should be able to provide road weary adventurers a reprieve from problems….or will it?

Cover of Bastion of Broken Souls
Bastion of Broken Souls
3rd Edition
Level 18
48 pages
0

The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. "Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series. WOTC 88167

Cover of Arachnophobia! [2017 edit]
Arachnophobia! [2017 edit]
OSR
Levels 3–5
63 pages
0

... for hundreds of years, the monks of Sheargardt Manor at Luci Vale have provided spiritual guidance (in the name of their deity—Caelis) and world-class ales to the folk who live in nearby Luci Village. At the head of the high-mountain valley Luci Keep is tasked with keeping the pass over the high mountains safe fortravelers throughout the year. However, in recent months, word has come down from the mountains to the port city of Galan that the Abbot Christoph has allowed evil to enter the Manor. And now, a representative of the Caelian order is sent to learn the truth of the matter, and remove Christoph if necessary... Published by Usherwood Publishing

Cover of Grave of the Heartless
Grave of the Heartless
OSR
Levels 3–4
17 pages
0

A curse is upon the land. In the old barrow long forgotten a forgotten general awaits trying to confront death, and until heroes can guide his way, the land suffers. Grave of the Heartless takes the adventurers to an unusual dungeon bordering the realm of the dead, and here a heart beats. Dare our heroes step into the darkness, where one step too far can lead them to face Death. Grave of the Heartless is a low-level OSR adventure suited for Labyrinth Lord and other oldschool retro clones. The adventure was originally written for the Danish Living Campaign The Hinterlands, and it is for the first time presented in English. The adventure introduces the players to a different tradition of adventures, and it one with a focus on exploration and encountering the unknown. The adventure includes new magical items and new monsters to challenge your players. Grave of the Heartless can be played as a sequel to Tomb of the Dragon's Heart and The Flooded Temple.

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 The Menace of Merric
The Menace of Merric
5th Edition
Levels 1–3
53 pages
0

This module is the first of a series of High Forest adventures. It includes a description of the village of Merric, including detailed NPC's. Merric has always been at risk of raids by the local Gnolls, but now word has come that the Orcs of the Greypeak mountains are massing to invade High Forest. The elders of Merric have decided to hire and groom an adventuring group to ensure they have a balancing force against the invasion. Soon it becomes clear that there is something far more dangerous than Orcs threatening High Forest and if the children of Merric will ever be safe again, someone needs to stand between them and the evils that lurk in the dark.

Cover of Quests of Doom 4
Quests of Doom 4
5th Edition
Levels 3–8
20 pages
0

God of Ore by Tom Knauss is a 3rd-level adventure that takes the PCs from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be. Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level) The characters will be thrust into the middle of an epic confrontation between the dwarves of the Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst. The dwarves’ dominance over the region and very survival hangs in the balance if the characters cannot thwart the monsters’ ambitious plans. The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Are the characters up to the challenge of solving the centuries-old murder of a historic hero? Within the adventure, the characters are caught up in the haunted memories of the ghostly knight and help him to accomplish his heroic deeds. While doing so, the party becomes familiar with his world and the murder suspects, picking up clues to their motivations and actions along the way. At the end of the adventure, an enraged spirit confronts the characters and demands that they name his killer. If they can do it, they are richly rewarded; both in treasure and the knowledge that they let a good man finally find rest. If they fail, they must face the chilling wrath of the deathless phantom. The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level) This adventure will find the characters traveling into the foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and ladies never return from their excursions to the Answin Hunting Lodge, the characters must investigate their mysterious disappearances. The journey leads them into the figurative heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also plunging them into the harrowing abyss of hatred and greed. The Missing Pin by Alex Kammer is a 2nd-level adventure designed for 4 to 6 characters. In the Lost Lands setting it takes place in the Unclaimed Lands north of the Borderland Provinces at the point where the Great Amrin River meets the Glimmrill Run. At the confluence of the Great Amrin and Glimmrill Run rivers sits the small town of Gumspur, a small backwater town known only for its convenient location and its only real export, pottery. So, when an audacious theft victimizes one of the leading families of Gumspur, a group more capable than the local constabulary is needed. On its surface, what looks to be a simple theft conceals a much deeper and much more dangerous conspiracy. In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) In this open “seek and destroy” adventure, a relic from the prehistoric past — a mystical prison containing a powerful proto-dragon and other creatures from long ago — has been flung forward in time to arrive at the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, fractures upon arrival, breaking into several shards that fall to the land below. Soon, the prehistoric menaces trapped within wander out of their broken prison to threaten the realm. The characters must search for the five shards and destroy them and their former prisoners, then confront the now-free proto-dragon before it recovers its full strength. War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level) This adventure can pick up where Between a Rock and a Charred Place left off or stand on its own. Erod Flan weathered the dark folk’s storm, yet the conspirators are not done. Their focus now turns to the critical outpost of Tyr Whin. The characters and the outnumbered defenders must somehow stop the hobgoblin warlord, Grugdour, and his army from overrunning the citadel and opening a beachhead for invasion into the Stoneheart Mountains. A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level) This module takes the characters across the Stoneheart Mountains onto the forbidding Feirgotha Plateau to investigate the myths and tales surrounding the ancient and presumably deserted Library of Arcady. The PCs soon discover that the venerable building is not as abandoned as originally believed, and its unusual caretaker keeps more terrible secrets than any of its fabled lost writings. Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Strange things occur after a meteor streaks overhead in the night sky. Combining elements of a fairy tale with elements of cosmic horror, the characters will confront a community of these evolved animals with evil plans that involve finding the fallen star and confronting an unknown entity. Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) When a wagon train fails to return from a supply run, the characters must investigate what happened to them and the riders that were dispatched to find them. The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) A once-imposing residence called Coltherstone Hold was abandoned years ago, and in the decades since, a fantastic amount of vegetation has grown up the walls and rooftops, covering the structure. Many of the plants are dangerous — deadly, even — and reclaiming the hold will require more than just a few machetes to chop down some weeds. Much worse, a few of the plant specimens possess intelligence as well as an undo degree of malevolence. They’ve infested a nearby village — all but burying it in overgrowth — and have absorbed a few villagers along the way. Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level) The Dragonmarsh Lowlands is a forsaken land blighted by the vile demon lord Tsathogga and countless foul denizens. When Quaywright Fishery inexplicably falls silent, it takes those of stout heart to determine what dire fate befell the former inhabitants and what monstrosity now lords in their place. The grisly carnage leaves even the most seasoned adventurers shaken to the core, as they witness firsthand and may personally experience what it feels like when the tables turn against humanity. Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level) The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds. In his warped mind, only more violence can garner his freedom, placing the innocent descendants of his long-deceased conspirators — and an entire region — in his crosshairs. A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The characters explore a village to locate the lair of a monstrous murderer — but the villagers don’t want the murderer to be discovered. The Archdruid Cadrryn is so old and mystical that his very presence often affects the natural world around him. Over the years, his close association with the region’s quail population has bestowed upon the birds a sentience uncommon to normal avians. With slightly advanced intelligence, the quail now act as local sentinels, reporting back to Cadrryn on all matters that transpire in his domain. But the druid has been away for more than a fortnight on business of the Druidic Order of Oescreheit, leaving the quail to decide on important events without his wise hand to guide them. When the birds learn that a sinister force has infiltrated the nearby village of Eorls Gedreas, where many of them roost upon the thatched rooftops, the quail convene to determine a way to fight back. Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) This location-based adventure is centered on a ruined, long-disused stone keep in a temperate wild forest area (possibly not far off a caravan road or forest trail). The characters will be able to explore the ruins of the keep, which have become a plant colony, and attempt to wrest a powerful treasure from the clutches of the araunglyd, a gigantic sentient fungus. The araunglyd will attempt to thwart the players at every turn, using its drone-like minions to harass and hinder them as they go. Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level) This adventure takes the characters on an exotic cruise in a parallel reality known as “the Real World”. During a stopover, they find themselves on a museum tour where the vivid paintings draw them into a world of fantasy. Also available for Pathfinder and Swords & Wizardry

Cover of FN12 - Shrine of Ileaeni
FN12 - Shrine of Ileaeni
AD&D
Levels 5–7
25 pages
0

Rumors and legends surround a hidden temple dedicated to the god of Magic, Ileaeni. This lost shrine is supposed to be in the Border Hills but no one, not even a legendary general has been able to locate this famed location. While long rumored to hold a supply of magical items no proof exists of this temple aside from notations in old scrolls. Myth or real you and your party are interested in exploration and treasure…this sounds like it may be right up your alley.