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Cover of A Bit of Blood
A Bit of Blood
5th Edition
Level 1
12 pages
0

A mission to find a rare recipe ingredient for a local wizard. The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the world can that be found?

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

Cover of H3 Pyramid of Shadows
H3 Pyramid of Shadows
4th Edition
Levels 7–10
96 pages
0

In ages past, the wizard Karavakos made a deal with devils, which resulted in him being trapped in an extradimensional pyramid, unable to escape. His only hope for escape is to lure adventurers into the Pyramid, in hopes that they will destroy his splinters and return his power to him. But his wife Vyrellis, whom he slew in a rage when the Pyramid formed, still lingers in spirit and wants nothing more than to see him laid low... Although set to allow PCs to just fight through each encounter, tips are included for PCs negotiating with the factions trapped in the pyramid.

Cover of E2 Kingdom of the Ghouls
E2 Kingdom of the Ghouls
4th Edition
Levels 24–26
94 pages
0

E2, following up on Death's Reach, the PC's first travel to Sigil following the smuggled remains of the primordial Timesus. The pursuit then leads into the Abyss, through the White Kingdom to face Doresain, the Ghoul King, exarch of Orcus. The module certainly is epic, placing the PCs up against powerful monsters like greater demons, death knights, and a demilich. It may be frustrating that the PCs arrive too late to disrupt the plot (have to allow for the finale in the next adventure) but taking out Orcus' right hand ghoul may be satisfying. Includes a skill challenge for crossing a portion of the Abyss For environments, City refers to Sigil.

Cover of DDAL08-11 Poisoned Words
DDAL08-11 Poisoned Words
5th Edition
Levels 5–10
36 pages
0

Your search for Volo’s key in Skullport has you playing a dangerous game between The Xanathar Guild, Bregan D’aerthe, and the Zhentarim. In the Port of Shadow, how do you know who you can trust when lives are on the line? Part Two of the Skullport Shakedown trilogy.

Cover of B1-9 In Search of Adventure
B1-9 In Search of Adventure
BECMI
Levels 1–3
160 pages
0

THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190

Cover of Dungeon Crawl Classics #53: Sellswords of Punjar
Dungeon Crawl Classics #53: Sellswords of Punjar
4th Edition
Level 1
32 pages
0

Deep within the heart of the slums, in the rat-ridden city of Punjar, the Beggar-King weaves his plots. Unearthing rites best left forgotten and offering up sacrifices to the loathsome Lords of Shade, the Beggar-King’s ambitions threaten to unleash a horde of shadow-horrors upon Punjar’s huddled masses. You and your fellow companions must bring the reign of the Beggar-King to an end. Your quest will take you from the rooftops of Punjar to its filthiest alleys, and beneath the streets of Punjar to the fetid heart of the city, where even the bravest of sellswords will tremble before the fell secrets of the Beggar-King of Punjar. An introductory adventure designed specifically for first level characters, Sellswords of Punjar is an urban Dungeon Crawl Classic unlike any other. It includes a full-color double-sided battle map to allow your characters to fully experience the perils of Punjar! This stand-alone adventure can also be used to launch a campaign in the epic fantasy world of Áereth.

Cover of The Prince of Redhand
The Prince of Redhand
3.5 Edition
Level 15
32 pages
0

Prince Zeech, the ruler of the town of Alhaster and lord of the domain of Redhand, is throwing a party. Bandits, slavers, pirates, and worse have been invited, along with a mysterious woman who holds the key to the coming apocalypse. "The Prince of Redhand" is the eighth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Issue #340 of Dragon presents guidelines for what the PCs can do to dress to impress, and perhaps eke out a few precious bonuses on their Diplomacy checks. Pgs. 48-79

Cover of WBW-DC-FEN-01 Tiddy Mun and the Stranger Stone
WBW-DC-FEN-01 Tiddy Mun and the Stranger Stone
5th Edition
Levels 1–4
20 pages
0

Gnomish denizens of Berribury are terrorized by flooding. Their only hope is for adventurers to summon the archfey of their domain; Tiddy Mun, to take the waters away. A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3

Cover of Eye of Pain
Eye of Pain
AD&D
Levels 4–8
30 pages
0

Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched, but now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp. As if matters weren't strange enough, two mages have arrived and begun hiring armed guards to escort them into these very same woods. Is there a connection, or is it just coincidence? Either way, be prepared! You never know what's out there waiting... and watching. "Eye of Pain" is the first of three Monstrous Arcana adventures featuring the cunning and deadly beholder. If can be played as an individual adventure or as part of the series which continue in "Eye of Doom" and concludes in "Eye to Eye." For four to six characters of levels 4-8.

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 S6 Labyrinth of Madness
S6 Labyrinth of Madness
AD&D
Levels 15–20
64 pages
0

Sinister, twisting images...Horrific nightmares lurking at the corners of the mind...These are descriptions used to tell the tales of the Labyrinth of Madness. But these tales of the labyrinth are only legends, really, nothing more than stories used to frighten children at night - until a mysterious scepter is found, bearing within its crystal head a visage of insanity and terror, and also delivering a message: "Disturb not the Labyrinth of Madness again, and live a while longer." Now a powerful temple suffers from a tragic curse that is somehow linked to the labyrinth. Does there exist a group of heroes who can penetrate this dark and terrible place to life the curse...and survive? Labyrinth of Madness is a multiple-level, three- dimensional dungeon adventure, a puzzle within a puzzle, that commemorates 20 years of gaming with TSR. TSR 9503

Cover of I1 Dwellers of the Forbidden City
I1 Dwellers of the Forbidden City
AD&D
Levels 4–7
28 pages
0

Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find the Forbidden City! TSR 9046

Cover of Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder Adventure Path #6: Spires of Xin-Shalast (Rise of the Runelords 6 of 6)
Pathfinder
Level 15
68 pages
0

A Runelord Rises! The Rise of the Runelords Adventure Path concludes! The Runelord of Greed, Karzoug the Claimer, stirs in the legendary city of Xin-Shalast. There are more forces than an ancient evil wizard at work in this remote corner of Golarion, a place where the boundaries between reality and nightmare are unnaturally thin. Karzoug's minions have awakened as well, among them giants and dragons and devils and worse. Could there be an even deeper evil poised to emerge from the darkness at the dawn of time? Can the Rise of the Runelords be stopped?

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
19  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of The Beast of Graenseskov: An Introductory Ravenloft Adventure
The Beast of Graenseskov: An Introductory Ravenloft Adventure
5th Edition
Levels 1–4
80 pages
0

A simple hunt for a werewolf, or so we thought. Find its lair and slay the beast. No use for wolfsbane or other superstitions. Silver and magic would win the day. A worthy challenge, but nothing horrific, surely. Yet we never expected what we found in the Graenseskov, and our hubris cost us dearly... 𝐓𝐡𝐞 𝐁𝐞𝐚𝐬𝐭 𝐨𝐟 𝐆𝐫𝐚𝐞𝐧𝐬𝐞𝐬𝐤𝐨𝐯 is an 80-page bookmarked Ravenloft® adventure for characters of 1st-4th levels focused on mystery and exploration. It can be used in conjunction with 𝐂𝐮𝐫𝐬𝐞 𝐨𝐟 𝐒𝐭𝐫𝐚𝐡𝐝, either as an introduction to Barovia or adapted as a side quest, as part of the original expanded Ravenloft setting, or it can be used as a stand-alone horror adventure-setting. 𝐓𝐡𝐞 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐡𝐨𝐥𝐝𝐬 𝐚𝐩𝐩𝐫𝐨𝐱𝐢𝐦𝐚𝐭𝐞𝐥𝐲 𝟏𝟔 𝐭𝐨 𝟐𝟒 𝐡𝐨𝐮𝐫𝐬 𝐨𝐟 𝐠𝐚𝐦𝐢𝐧𝐠 𝐰𝐢𝐭𝐡𝐢𝐧 𝐢𝐭𝐬 𝐩𝐚𝐠𝐞𝐬, and potentially much more for groups embracing an investigative style of play. In the mists at the edge of Count Strahd von Zarovich’s realm lies the Graenseskov, a land of deep woods and bleak hills overrun with wolves. A Beast haunts these misty lands, leaving bloody corpses and terror in its wake, the product of a hag’s curse placed upon the boyar’s manor. But the Beast is no arbitrary killer. The PCs find themselves drawn into the mystery of uncovering the Beast’s identity and breaking the hag’s curse before the Beast’s final victim gurgles their last breath and the Beast is beyond any hope of redemption. Requires the 𝐃𝐮𝐧𝐠𝐞𝐨𝐧 𝐌𝐚𝐬𝐭𝐞𝐫'𝐬 𝐆𝐮𝐢𝐝𝐞 and the 𝐌𝐨𝐧𝐬𝐭𝐞𝐫 𝐌𝐚𝐧𝐮𝐚𝐥. This is a 63 Mb ZIP file containing a watermarked PDF of the updated adventure, a PDF with handouts, a PDF DM's cheat sheet, and PNG files of the Graenseskov region map for the DM and players. 𝐅𝐞𝐚𝐭𝐮𝐫𝐞𝐬: • The DM (or the Tarokka) determines the guilty suspect and their motives, offering a different experience for each group’s play-through. • A vivid cast of characters with a NPC index. • Escalating random encounters, special events, and techniques for DMing a mystery. • New monsters: black annis hag & loup du noir. • All units given in SI & metric. • Handouts and maps for DMs and players. • DM's cheat sheet with quick prep notes, clue checklist, handy Tarokka tables, tips on running the Beast, and a decision point flowchart. 𝐓𝐡𝐞 𝐓𝐨𝐦𝐞 𝐒𝐡𝐨𝐰 May 16, 2016 DM's Guild Pick of the Episode! Thanks James! http://www.thetomeshow.com/e/round-table-119-giants-and-the-talented-bestiary/ 𝐂𝐇𝐀𝐍𝐆𝐄 𝐋𝐎𝐆 𝐉𝐮𝐥𝐲 𝟐, 𝟐𝟎𝟏𝟔 𝐔𝐩𝐝𝐚𝐭𝐞: The big update! Fixed several editing and grammar errors, including an error in Appendix D, and the repeated paragraph on page 12 (page 13 in new document). Added a new special event - Hanging the Vistani - to Chapter 1 which ties together several dangling plot threads. Clarified "Adjusting the Adventure" & added Werewolves in the Mist to the "Adventure Hooks" in the Introduction. Added two pieces of thematic filler art. 𝐀𝐩𝐫𝐢𝐥 𝟏𝟖, 𝟐𝟎𝟏𝟔 𝐔𝐩𝐝𝐚𝐭𝐞: Added a DM's cheat sheet PDF to the zip file.

Cover of DA1 Adventures in Blackmoor
DA1 Adventures in Blackmoor
BECMI
Levels 10–14
64 pages
0

On every side the storm clouds gather. To south and east, the Great Empire of Thonia plots to end Blackmoor's independence and reclaim its lost province. To the west, the implacable Afridhi are on the move. To the north, the evil Egg of Coot prepares to cross the thundering sea and once again bring fire and sword into the heart of the small kingdom. Beyond the realm of the Egg, the hated Skandaharian Raiders are building longships and preparing to fall upon Blackmoor's unprotected coast while its tiny army turns to meet these other threats. Into this time of black despair, there steps a band of adventurers who clutch strange swords and wear the most curious armor?and who claim that Blackmoor sank beneath the ice 3,000 years ago! TSR 9172

Cover of Drakthar's Way
Drakthar's Way
3.5 Edition
Levels 3–4
16 pages
0

Wherein a tribe of goblins attracts too much attention and brings unwelcome guests to its master's den.

Cover of DDAL04-14 The Dark Lord
DDAL04-14 The Dark Lord
5th Edition
Levels 5–10
25 pages
0

A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.

Vault of the Wyrm Prince
4th Edition
Level 1
38 pages
0

When the fires smoldered in the belly of an ancient red dragon tyrant, and his thirst had been slaked by the blood of countless innocents, the old wyrm made a deal with a succubus to spawn him a son and ensure his name would live forever. The demon held true, though she imbued the wyrmling with her own infernal blood. Those who fear and serve the abominable spawn of this pact know him as the Wyrm Prince. Cast into the abyss centuries ago by the legendary Three- River Paladin, the Wyrm Prince licked his wounds and recovered his strength. The Three-River Paladin has passed into legend, and the Wyrm Prince has resurfaced, his vengeance awakened along with his hunger. The Wyrm Prince sacked the high city Zhaldanis, slaying its people and claiming the greatest gift from the gods — the Soulstone. At this late hour, you must venture into the catacombs of the Wyrm Prince before the Soulstone loses its power and all mortal souls are damned.