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Cover of FN8 - Codic Keep
FN8 - Codic Keep
AD&D
Levels 4–7
15 pages
0

While the name Codic Keep used to have prestige associated with it in the past, it is now a crumbling fortress blasted years ago by a large tornado. Now the ruin sits next to a swamp and is pretty much left ignored. Recently word has reached Feastelburg that strange lights have been noticed near the keep and many have wondered if the wanted criminal relative has returned to reclaim the property. Wanted posters of “Si” Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Who’s up for a swamp trip?

Cover of Bleak House
Bleak House
AD&D
Levels 5–8
206 pages
0

Old soldiers never die... For more than three decades, Dr. Rudolph van Richten stood against the forces of darkness, and hunted their servants in the far corners of the land of Mists. Now he had thought his long battle over, had thought he could spend his declining years in quiet enjoyment with old friends. But for some, a tragic end is inevitable. Dark forces have been gathering in the Mists. Their objective is to see Ravenloft's foremost expert on the supernatural destroyed, shattered in spirit as well as in body. From the crumbling edifice of Van Richten's childhood home, an enemy long thought vanquished spins a web of powerful evils and lost souls, drawing Van Richten to his doom. And then a group of heroes gets trapped in the web as well. . . . Witness the final stand of Rudolph van Richten! Inside this box is a grand-scale Ravenloft adventure that pushes heroes to the brink of madness, and draws them into the terrifying scheme to annihilate Rudolph van Richten. TSR 1141

Cover of X8 Drums on Fire Mountain
X8 Drums on Fire Mountain
BECMI
Levels 5–8
38 pages
0

In a dark cell, Rollo Bargamnn, merchant of Thyatis, turns away in disgust from his evil, green-skinned prisoner; capturing this wretch cost a ship and sixty gallant men. Then his heart hardens once more, and he resumes the interrogation. Here, perhaps, he may find an answer to the question that haunts him. What new evil is casting its shadow over the storm-swept eastern reaches of the Sea of Dread? The trading routes are no longer safe. The attacks of the green-skinned "Orcs-of-the-Sea" and the mysterious "Ship-bane" now go unchecked. Once their raids were random, but the influence of some unseen master has made them into an organized menace. Soon the questioning will be over; Rollo will know enough to track the threat to its lair. Then he will need a band of hardy adventurers brave enough to take on the task. You perhaps? TSR 9127 (Graeme Morris's name is spelled 'Grame' on the cover of this module)

Cover of Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder Society Scenario #2: The Hydra's Fang Incident
Pathfinder
Levels 1–5
15 pages
0

After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.

Cover of I2 Tomb of the Lizard King
I2 Tomb of the Lizard King
AD&D
Levels 5–7
32 pages
0

"The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force. Now John Brunis, Count of Eor, has turned to you for aid. After taking counsel with the High Priest of Eor, he believes that a small party of cunning, bold adventurers may succeed where armed might has failed. You find yourselves faced with many mysteries! Why has robbery suddenly erupted in the peaceful southlands? How could mere brigands be as powerful as the foes described to you by their numerous victims? Is this really mere robbery? Or is there some truth to the rumors, told only in hushed whispers, about the beginnings of a hideous plot being hatched by an ancient, vile, and evil foe of all mankind?" Eor is beset by marauders and lizardmen of a boldness not seen in years. Hired by the Count of Eor, the party is tasked with tracing the source of these foes and eliminating them for the safety of the realm. After a set piece combat in Count Brunis's castle, the party must trek across Eor's wilderness, eventually coming to the Great Southern Swamp beyond the village of Waycombe. With further exploration they can locate the Ancient Temple which serves as the tomb and stronghold of Sakathas, the vampiric LIZARD KING! TSR 9055

Cover of 1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
1 on 1 Adventures #6.66: Pleasure Prison of the B'thuvian Demon Whore
Pathfinder
Level 7
32 pages
0

The adventure that is, quite frankly, too strong for the mere hobbyist gamer! A desert caravan ambushed! An incognito Queen elfnapped and taken to some sandy hideaway! A hero of epic proportions! Within these covers is the greatest adventure ever told. Will the dangerous renegade B'thuvian Demon Whore Alayshia have her way with our hero or will he have her to his way? Which way will the having be? Only you, playing the role of Krunk barbarian of the frozen wastes, will ever know...

Cover of Pathfinder Society Scenario #6: Black Waters
Pathfinder Society Scenario #6: Black Waters
3.5 Edition
Levels 1–5
15 pages
0

The Pathfinder Society seeks the ancient ruby ring of the salamander and it falls to a team of Pathfinders to find it. Last seen in the Tri-Towers Yard, a once elite academy for the youth of Absalom, the ruby ring is now lost in the Drownyard, all that remains of Tri-Towers after it was destroyed a decade ago in the great quake. The Pathfinders must risk the strange black ichors and salty brine to find their prize—will they risk their very souls as well?

Cover of DDEX01-02 Secrets of Sokol Keep
DDEX01-02 Secrets of Sokol Keep
5th Edition
Levels 1–4
26 pages
0

Decades have passed since Sokol Keep was reclaimed, and a small garrison placed there along with a beacon to help guide ships. Now, that beacon has gone dark, and the garrison has disappeared. In Phlan, rumors circulate that something ancient was discovered in the grounds beneath the keep, dating to before the clerics of Tyr built the small fortress. Uncover the secrets of Sokol Keep! An adventure for 1st-4th level characters.

Cover of GC16 - Legend of Pula Noa
GC16 - Legend of Pula Noa
5th Edition
Levels 4–6
51 pages
0

After resupplying equipment, health, and morale, you have heard of a job opportunity available at a nearby pub. After first missing out on the chance, your fortunes change and get the job. After boarding the Gnome airship, the “Marietta”, you head off across the sea to locate the captain’s missing brother. You find out you will be going into the jungles of the lost Pula Noa tribe. Rumor and legend surround these natives as having streets and buildings paved in gold, silver, and death! This adventure setting was designed for 5th Edition rules D&D for the Filbar Campaign for mid-level adventurers and DM. This adventure is easily adaptable to most any game and system. Save yourself some time and utilize it for a one shot adventure or a continuing campaign!

Cover of Pudding Faire
Pudding Faire
5th Edition
Levels 1–4
23 pages
0

BREAK A CURSE THAT ECHOES THROUGH TIME! You awaken on the morning of the Pudding Faire: just as you did yesterday… and the day before that… and the day before that! To escape the loop, you must break a curse that strikes to the heart of halfling and gnome lore. Pudding Faire is a 3-4 hour Dungeons & Dragons module for character levels 1-4. It is part of a series of adventures that expands upon the material presented in Mordenkainen's Tome of Foes™. It can be played on its own or as a part of any D&D campaign. This product is a DMs Guild Adepts adventure! The Dungeon Masters Guild Adept program brings highly talented individuals together for creative development. Guild Adept products are identified with the golden ampersand and logo. Pudding Faire is legal for play in the D&D Adventurers League and has the following code: DDHC-MORD-04

Cover of Temple of the Sphinx Queen
Temple of the Sphinx Queen
5th Edition
Level 1
15 pages
0

Buried in the desert sands of Mulhorand, near the city of Mishtan, lies an ancient stone statue of a sphinx queen. After a fierce sandstorm reveals a huge tablet etched with hieroglyphs between the statue’s paws, the PCs must translate the strange writing to find the secret entrance into the Temple of the Sphinx Queen. The conclusion offers three optional endings for DMs to choose from to suit their players, including a wicked trap, a twist that leads to further adventures, or a tough climactic combat suitable for a one-shot. Included are: Five new Egyptian-themed monsters: The Sphinx Queen, Black Lion Guardian, Zombie Scarabs, Snake of Set and Desert Spirit. A new weapon, the khopesh Four new magic items: Statue of Set, Guardian Khopesh of Set, Warded Puzzle Box and Minor Concoction of Healing Two hieroglyphic puzzle player handouts and a DMs translator sheet

Cover of DDEX03-01 Harried in Hillsfar
DDEX03-01 Harried in Hillsfar
5th Edition
Levels 1–2
45 pages
0

In the village of Elventree, near the oppressive city of Hillsfar, a recent string of strange occurrences has the locals on edge. The factions have gathered here on the borders of the forest of Cormanthor to determine what’s happening. Are these the machinations of Hillsfar, or something more?

Cover of DDAL07-16 Pools of Cerulean
DDAL07-16 Pools of Cerulean
5th Edition
Levels 17–20
33 pages
0

The Land of Ash and Smoke. Once a hellish landscape of volcanic activity, now a nightmare region that hosts one of the scattered Soulmonger fragments. The fragment’s burgeoning power attracted the attention of the Red Wizards of Thay and, thankfully, adventurers who are willing to risk life and limb to keep the fragment from these vile arcanists. Can you reach the fragment before the Red Wizards make off with it? The hunt is on. Part Two of the Broken Chain Series. A Four-Hour Adventure for 17th-20th Level Characters

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210

Cover of The Secrets of the Twisting Colossus
The Secrets of the Twisting Colossus
5th Edition
Levels 4–6
40 pages
0

‘The Secrets of the Twisting Colossus’ is a tale of alchemy and transformation. The heroes are the material components in the creation of an addictive potion. The heroes are lured into the experiment by the alchemist Paricalus, and once the heroes understand the true purpose it will be too late. The only escape is to understand the subtle clues around them and to keep moving forward. At the end of the experiment lies salvation but also the grand finale. If the heroes escape the experiment, they can confront their tormentor. In this 5E module (suitable for level 4-6 & adaptable to any setting), you will find: • 40-page module. • 3 colored maps and downloadable options for FG, Roll20. • 3 Appendices covering NPCs, magic items, and alternative chambers. • Handouts containing visual depiction to entice players. • 2-3 sessions of gameplay. • A dynamic dungeon where chambers change position. • Rules for miniaturized game play. • Old-school play-style suggestions. • Possibilities to use the module as a springboard to planar adventures. If you enjoy this module please let me know. Any feedback is greatly appreciated. Have fun!

Back Pocket Dungeon 1: Murder of the Maelstrom Queen
4th Edition
Level 1
23 pages
0

From time immemorial, the rulers of the mortal world have been counseled and tempted by capricious primordial spirits who rule over the elements. The greatest and most sinister of these was a half-kraken medusa known as the Maelstrom Queen, who sought to supplant the mortal races with her own line of immortal tentacled monstrosities. On the verge of her ultimate triumph, when the leviathans at her command rose from the depths, a legendary assassin murdered the Maelstrom Queen in her half-submerged palace with her own weapon. But the primordial mistress refused to let something as trifling as death put an end to her designs. Every 13 years, she regenerates enough mystic power to rise again, and the world’s greatest heroes are sent to murder the Maelstrom Queen once more.

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 SND-02: Fane of the Heresiarch
SND-02: Fane of the Heresiarch
4th Edition
Level 6
38 pages
0

None know from where the Heresiarch first came, but all remember the night that it did. It rode down from the bleeding stars on a great serpent, hurling bolts of obsidian lightning that shattered the monuments and capitols of every nation. Its infernal army swept aside the defenses of the mortal empires in a single hour, decimating legions once thought to be the invincible fist of humanity's god-kings. Faceless priests - each bearing the symbol of the trident - drifted through the fallen cities and scorched villages on a frigid wind, and when they rose to greet the huddled men and women ringed by their festering, bloated dead, they spoke a single, simple offer: worship the Heresiarch or die. Thousands of crusaders fell tonight so that you might be given this chance. In a last stand that, for the first time, united all of the empires of humanity as brothers and sisters, a way was cleared into an infernal stronghold said to contain a gate to the Heresiarch’s fane. All is silent save for the clangor of distant battle. Surrounded by grim-faced knights and teary-eyed peasants – their hands clasped in desperate hope – you step through the glowing, churning doorway, knowing there will be no help and likely no return. Published by Defy Danger and Save Versus Death

Cover of Cairn of the Centaur Conqueror
Cairn of the Centaur Conqueror
5th Edition
Levels 3–6
31 pages
0

A tenday ago, the human settlers of Olostin’s Hold started hearing strange noises coming from the distant White Stag Hills. Noises of battle. Incessant sounds of thundering hooves, clashing steel, flying arrows, and screams of agony heard from miles away. Could those be the awakened spirits of the past? And if so, what could be done to lay them to rest? The answers are found in Cairn of the Centaur Conqueror, a Feywild dungeon that only appears once every 777 years...

Cover of The Heist At Nimressa
The Heist At Nimressa
5th Edition
Levels 3–4
16 pages
0

While travelling the open road, the party encounters two good-hearted thieves with a potentially lucrative proposition: The despotic baroness Ytrix hoards a large treasure nearby, locked within her army’s fort. Wouldn’t it be exactly what she deserves to have that treasure stolen and given to the needy that she’s so long ignored and oppressed? That’s what the party’s new companions think anyway, and they certainly have no ulterior motive for the job... The treasure is protected by high walls, a legion of soldiers, a fanatical wizard, and plenty of other surprises to keep would-be thieves on their toes. The party will choose how to approach the fort, case the joint, make their plan, and execute their heist. When they're done—and if they're successful—they'll leave with a small fortune and even a few unique magic items. A 6-8 hour adventure for 3rd or 4th level characters.