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Cover of Red Tide
Red Tide
AD&D
Levels 5–6
32 pages
0

A chilling 32-page adventure in which PCs must face one of mankind's oldest enemies while exploring the gloomy waterfront of San Francisco. TSR 1103

Cover of Castle Dracula - a 5e Castlevania-style adventure
Castle Dracula - a 5e Castlevania-style adventure
5th Edition
Levels 3–5
122 pages
0

Dracula, the Lord of Shadow and Darkness, has covered the land in shadow and dispatched armies of monsters and undead from his magical castle. His armies threaten to overrun major cities and plunge the world into a literal Dark Age. The last of the vampire-hunting clan that traditionally opposed him has disappeared, and still the armies advance. He must be stopped. If that's not enough motivation, it is well-known that his castle is full of magical items and great riches... but also great danger. If you've ever wanted D&D and Castlevania to meet, look no further. This adventure is exactly what you wanted. Every area of the castle poses different and unique challenges to keep the party engaged and on their toes. Written for the DM as a ready-to-run adventure, it is designed for four to six characters. The adventure starts at level 3 at the outer defenses of the castle, and ends with the party advancing to level 13 after defeating Dracula in an epic battle. The adventure includes documentation to help even a new DM succed, including suggestions for how to run each of the area "boss" monsters in combat. There are approximately 50 new enemies and over 3 dozen new magical items. It also comes with a list of suggested music for many areas of the castle, and a 25-page campaign log recounting an actual tabletop play-through of this adventure from the DM's perspective.

Cover of DDAL08-14 Rescue From Vanrakdoom
DDAL08-14 Rescue From Vanrakdoom
5th Edition
Levels 11–16
23 pages
0

Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13

Cover of DDAL05-02 The Black Road
DDAL05-02 The Black Road
5th Edition
Levels 1–4
45 pages
0

Caravans are having a difficult time getting through to Parnast via the Black Road. Organized attacks by orcs and other monstrous humanoids working in concert with one another have folks baffled. Little do they know that an unusually intelligent hill giant, going by the name of Bad Fruul is to blame. SEER has sent her emissary Hsing, to task your group to accompany a caravan with a very special cargo destined for the Shrine of Axes in Parnast, and to figure out who is responsible. A Two Hour Adventure for 1st-4th Level Characters

Cover of CCC-SCAR01-01 Corrupted Artery
CCC-SCAR01-01 Corrupted Artery
5th Edition
Levels 1–4
28 pages
0

The mining town of Glister has had a prosperous year, and people have been coming in search of work and wealth. A call has gone out for help in some local matters, but getting there is no easy task. Catch the caravan and travel through treacherous Thar! A 2-Hour Adventure for 1st-4th Level Characters Part 1 of Kossuth’s Kiss

Cover of Dungeon Crawl Classics #67: Sailors on the Starless Sea
Dungeon Crawl Classics #67: Sailors on the Starless Sea
Dungeon Crawl Classics RPG
Level 0
20 pages
0

Since time immemorial, you and your people have toiled in the shadow of the cyclopean ruins. Of mysterious origins and the source of many a superstition, they have always been considered a secret best left unknown by folk of your hamlet. But now something stirs beneath the crumbling blocks. Beastmen howl in the night and your fellow villagers are snatched from their beds. With no heroes to defend you, who will rise to stand against the encircling darkness? The secret of Chaos are yours to unearth but at what cost to sanity or soul? An introductory adventure for the Dungeon Crawl Classics Role Playing Game, Sailors on the Starless Sea pits a mob of 0-level adventurers against legacy of the Chaos Lords and their corrupted hordes. Delving beneath the crumbling ruins, the characters discover ancient crypts, a starless sea, and an ancient ziggurat, where death and treasure await in equal measure!

Cover of Warriors of Sehanine
Warriors of Sehanine
5th Edition
Levels 3–5
38 pages
0

How dangerous is a wounded dragon? A black dragon has seized Ravenglade Keep, though not without resistance! Badly wounded in the fight, the Warriors of Sehanine have fled their home and now turn to the outside world for help. There’s no time to lose! Can you arrive at Ravenglade Keep in time and discern allies from foes on the way? Warriors of Sehanine is a Dungeons & Dragons adventure module for a party of four to five characters from 3rd to 5th level. • Experience the Wood of Sharp Teeth on the way to Ravenglade Keep in a 12 to 16 hour adventure of 38 pages, written by Mithral Best Selling creators Florian Emmerich, JVC Parry and DMsGuild Adept Ashley Warren • Rock the (virtual) table with four breathtaking maps by Dean Spencer & Erin Harvey that come with player and DM versions • Bring the adventure to life with stunning artwork and player handouts by Raluca Marinescu,Henrik Rosenborg & Nathalie Lehnert • Show the NPCs with selected exclusive Trash Mob Minis

Cover of CCC-BMG-17 ELM 1-2 The Lost Sanctum
CCC-BMG-17 ELM 1-2 The Lost Sanctum
5th Edition
Levels 5–10
19 pages
0

Terrible news indicates that some vestige of the long-dead god Moander might be active in the forests near Elmwood. The Town Council is seeking clever adventurers to brave the perils of the Cormanthor forest to breach a lost wizard’s sanctum in search of a way to protect the town. Four hour adventure. Also contains information about the town of Elmwood. Part of the Elmwood Trilogy.

Cover of The Sunless Citadel 3e
The Sunless Citadel 3e
3rd Edition
Level 1
32 pages
0

Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.

Cover of Ravenhome's Plight
Ravenhome's Plight
5th Edition
Levels 1–4
44 pages
0

Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!

Cover of Pathfinder Society Scenario #11: The Third Riddle
Pathfinder Society Scenario #11: The Third Riddle
3.5 Edition
Levels 1–5
18 pages
0

When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?

Cover of Sleeping Giant Mountain
Sleeping Giant Mountain
5th Edition
Levels 3–5
17 pages
0

An original one-shot adventure designed for 3-6 level 3 characters. SUMMARY: A recent archaeological expedition in Icewind Dale has uncovered a remarkable discovery: the Spine of the World mountain range is, in fact, the actual spine of a great giant. The discovery confirms an ancient legend, that giants as tall as mountains once roamed the Forgotten Realms. Lead archaeologist Silja Stengravar knows the truth. Centuries ago, a lich, threatened by the giants’ ancient elemental power, banished their race to an abandoned planet known as Kaiva. The lich was defeated, but its curse remains, protected by its minions in the heart of Garagai Mountain. Held captive to the curse, the giants are suspended in time, unable to roam free and claim Kaiva as their own. Silja’s discovery has summoned the portal to Kaiva. Will adventurers brave the perilous journey through the hostile and awe-inspiring planet to destroy the curse and reawaken the giants? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Printable cards 16-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #SleepingGiantMountain #GiantsOfKaiva

Cover of Back To The Sea
Back To The Sea
5th Edition
Levels 3–4
11 pages
0

Uncover the curious tale... When the party are shipwrecked they take shelter in an old forgotten cottage. They soon find themselves uncovering the mysterious death. One thing is for sure, they are not alone... Back to the sea is a 3-5 hour one shot, recommended for Level 3-4 adventurers. It offers a refreshing and different look at Ghosts in D&D. Contains 3 beautiful original digitally illustrated Maps. Unique Monsters and interesting combat scenario. Encourages player creativity and problem solving. Screen reader version.

Cover of Tessa's Gambit : A Thieves Guild's Civil War
Tessa's Gambit : A Thieves Guild's Civil War
5th Edition
Level 3
24 pages
0

Mystery, intrigue, infiltration. The inner politics of an active thieves Guild. The Thieves Guild Fence, Tessa, knows the head of her Guild is trying to kill her. But there is more at stake than their lives, the very soul of the Guild is in peril. Tessa turns to a party of adventurers to find evidence of the Guild Master's betrayal, uncover his shadowy benefactor, and support her in an All-Masks meeting to determine the fate of the Misbegot Thieves. As well as an adventure, this book can also be used to give you the framework of a Thieves Guild in an agnostic setting and offer quest seeds for follow up quests working to get the Misbegot Thieves Guild back on track. Sharpen your knives and prepare for war.

Cover of The Workshop Watches
The Workshop Watches
5th Edition
Level 5
9 pages
0

"A murderous laboratory comes to life in this adventure for 5th level characters." The players are tasked with investigating the disappearance of a mage who has been creating an A.I.-like arcane Workshop. Through the adventure, the PCS will soon learn that the A.I. has taken over and is using magic beyond it's understanding, having never ventured out into the world. How will the PCs stop a naive yet dangerously magical A.I. determined to get out into the world?

Cover of S4 The Lost Caverns of Tsojcanth
S4 The Lost Caverns of Tsojcanth
AD&D
Levels 6–10
64 pages
0

In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojanth and you may gain the hidden wealth of the long-dead arch-mage-- if you live. Module S4, this contains a brief wilderness journey to the caverns, but the bulk is underground. The caverns are noted as a previous lair of the Arch-mage Iggwilv- though she is long gone, her Demonomicon remains. This module marks the first appearance of several monsters and items that would later appear in the Monster Manual 2 and Unearthed Arcana. A labyrinth features in the caves. TSR 9061

Cover of IM3 The Best of Intentions
IM3 The Best of Intentions
BECMI
Immortal Level
48 pages
0

Prime Plane Immortals are dying like flies: nasty, violent deaths. The Hierarchs suspect Entropy, as usual, especially with all the rumors of demons' involvement. To top it all off, one of the Hierarchs is missing - Mazikeen. Your Mission as novice Temporals, should you choose to accept it, it to find Mazikeen, uncover his kidnaper, and bring him or her to a court of Immortal Justice. This entails much more than mere detective job - it also means taking part in the Immortal Olympics and going plane-hopping with the best (or worst?) of them. Should you not accept this mission, the fate of all Prime Plane Imoortals rests on your heads. (Well, it rests there anyway, but this is meant to make you more than a little guilty about not accepting - after all, you're supposed to be duty-bound and all that kind of thin, and I you don't do this, then who will? Huh? Did you ever think about that, Bucko?) TSR 9207

Cover of Palace of Dread
Palace of Dread
BECMI
Low Level
16 pages
0

Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discovered that the goblins are forming an alliance with local hobgoblin and bugbear tribes to sweep the humans out of Thunder Rift forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. if the envoys do not return, the tribes will assume that the goblins murdered them and attack the goblins instead of the human settlements. In this way, the humans of Thunder Rift gain some unexpected allies against the Red Hand goblins. This is the most dangerous and demanding of the three adventures in this set. It is recommended that you play it after Red Hand Trail and Trouble Below. However, it can stand alone as an adventure in its own right if you wish. Part of TSR 1076 The Goblin's Lair

Cover of Vault of the Blood Mage
Vault of the Blood Mage
5th Edition
Level 8
56 pages
0

Vault of the Blood Mage is a deadly one-shot dungeon adventure for 4-6 8th level characters. Player Characters find themselves locked in a dungeon room with no memory of how they got there. Inflicted with a magical disease that is slowly turning them into mindless zombies, the dungeoneers have to work quickly to find the antidote and escape the vault before succumbing to the deadly affliction. To do so, the characters must avoid deadly traps, fight unique monsters, and solve fiendish puzzles.

Cover of A Night of Fright!
A Night of Fright!
5th Edition
Level 5
33 pages
0

Jinkies! Uldryn Beauregard is dead—and he’s left one million gold to anyone who can survive the night in his haunted mansion! But spooky things are going on, and nothing is as it seems. Luckily, Mystery LLC is on the case! A Night of Fright is a parodic one-shot adventure designed to be played in a single four-hour session by five players. In a loving send-up of classic mystery cartoons, players will take the role of one of four meddling heroes—or their talking gnoll! Explore a haunted mansion full of traps, frights, spooks, scares, ghosts, ghasts, and ghouls to uncover old Uldryn’s secrets before it’s too late—for this is no run-of-the-mill real estate scam. There’s real danger in the mansion and Mystery LLC will need all the help they can get!