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Cover of Shadows in Freeport
Shadows in Freeport
3.5 Edition
Levels 6–8
64 pages
0

The legendary city of Freeport is a seedy port town where former pirates settle down to become "businessmen" while street gangs fight over the slave trade. In the deepest warrens of this already dangerous place, mad cultists worship unspeakable gods - and sometimes these sinister deeds bubble to the surface. There's a dark shadow over Freeport today, as yet another innocent child has gone missing. The trail leads to the old Cresh Manor, boarded up but not forgotten. The city needs heroes to find these missing children. But are the heroes brave enough to conquer the dark shadows of Freeport?

Cover of Heroes of Hookholm 1: The Cave on the Foggy Hook
Heroes of Hookholm 1: The Cave on the Foggy Hook
5th Edition
Levels 1–2
20 pages
0

The Cave on Foggy Hook is the first of three connected adventures in the village of Hookholm and is aimed at busy or first time Dungeon Masters. This adventure is designed for 3-5 1st level characters and can be played in a single 3-5 hour session excluding character creation. In this adventure the party will find themselves in Hookholm, a small coastal village rebuilding after a devastating storm almost wiped it off the map. The village is located on the inner curve of the Foggy Hook, a spit of marshy land jutting into the Grey Sea. Beset by the sort of calamities that new adventurers will be able to sink their teeth into and will offer opportunities for roleplaying, puzzle solving, exploration and combat. Includes 5 maps in a number of variations, a brand new monster in the vicious Kuo-toa Feral, and a new chase complications table for chases through swamps or marshes.

Cover of N2 The Forest Oracle
N2 The Forest Oracle
AD&D
Levels 2–4
32 pages
0

Crops wilt, leaves wither on the trees, and animals must leave the once-fertile Downs valley or die. All who dwell there must abandon their homes or perish-- unless your party can lift the curse TSR 9084

Cover of A Fey Mystery of Glen Dourn
A Fey Mystery of Glen Dourn
5th Edition
Levels 7–9
23 pages
0

A haunted house, a missing person, and a hint of wild fey magic. In the kingdom of Norland in the Moonshae Isles, King Keethan rules by the will of Torm the True, though in Glen Dourn folk still hold true to the old ways—a dense and layered folklore of monsters and tales to frighten children. It is to this remote valley that Keethan bids you make haste to seek out signs of his beloved cousin, Lady Sorcha Hannigard. Sorcha vanished on her wedding day three years ago, sending her groom and neighbours alike into mourning. But where can she have gone? The only remaining clues to this mystery lie in her abandoned mansion home, where powers less wholesome have now taken up residence. The Dread Coven will not give up what they know so easily, although they will strike a bargain if you’re willing to pay the price in pain.

Cover of Waterdeep Dragon Heist
Waterdeep Dragon Heist
5th Edition
Levels 1–5
224 pages
2

Welcome to Waterdeep! A fantastic treasure trove is yours for the taking in this adventure for the world's greatest roleplaying game. Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures. A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!

Cover of The Shattered Gates of Slaughtergarde
The Shattered Gates of Slaughtergarde
3.5 Edition
Levels 1–6
128 pages
0

An ancient gate to the abyss lies undisturbed in the Valley of Obelisks. Sinister forces seek to reactivate the gate for their own ends, can the heroes stop them in time?

Cover of CCC-TRI-23 Sub Rosa
CCC-TRI-23 Sub Rosa
5th Edition
Levels 11–16
31 pages
0

Hot on the trail of Selise Teshwave and Baron Rajiram, the adventurers must enter newly exposed mountain excavations in the Galena mountains. Swift action must be taken to prevent the Baron from obtaining a powerful weapon from this ruin. Meanwhile, the mysterious Teshwave siblings, Abigail and Char, are hot on the trail of their older sister. This is Adventurer's League legal adventure set near the Galena Mountains. This module first premiered at Carnagecon 2018. Part Two of the Storm Series.

Cover of Dark of the Moon
Dark of the Moon
AD&D
Levels 5–9
68 pages
0

In the bitter cold of a land mired in eternal winter, hunters take the shape of wolves to better kill their prey. They stalk the snow-filled forests on paws of deadly silence. Powerful and swift, these evil shapechangers roam the land at will, murdering those who oppose them and plundering the weak. At the head of this pack paces the great Black Wolf of the Wood. Is this murderous beast the underling of Gregor Zolnik, the boyar who rules this waste? Seeking to extend his conquests by any means he can, Gregor has cowed the land of Vorostokov by relying on ruthless strength and savagery. Are your player characters clever enough to survive against villains who are stronger, faster, and fiercer than any they've ever encountered? The Black Wolf awaits your answer in the biting cold.... TSR 9419

Cover of Pathfinder Society Scenario #16: To Scale the Dragon
Pathfinder Society Scenario #16: To Scale the Dragon
3.5 Edition
Levels 5–9
21 pages
0

The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt and the Society wants his bones in order to study them and learn from them. They've sent you into a wintry wilderness of primordial beastmen and snow creatures not seen below the snow line to do just that. With the Aspis Consortium also seeking the bones, the race is on to beat them to the top and, once the bones are recovered, to make it back down alive.

Cover of Unmerciful
Unmerciful
5th Edition
Tier 1 5E 1-4 Level
14 pages
0

Unmerciful is a detective scenario that focuses on roleplay and investigation. It is an event based quest, meaning that things will happen with or without PCs interaction. The DM receives a list with all the murders and details about them, a list of NPCs that are relevant to the case and how, and one of the ways players could track the killer down. A party of any level can be challanged with this scenario and it can be played in any (low) fantasy setting. Adventure Synopsis: The players are hired to find out who has brutally killed Father Marius. After inspecting the murder scene, players can be sure that killer is driven with revenge and that this is only the first murder. Good old detective work brings them closer to the killer, but also to the fact that everything isn’t like it seems. As the body count rises, players must decide whom to aid in the final confrontation, the Church or the Punisher. Published by: Adventurer's Inn

Cover of Pathfinder Society Scenario #25: Hands of the Muted God
Pathfinder Society Scenario #25: Hands of the Muted God
3.5 Edition
Levels 5–9
17 pages
0

When the man who would be the Muted God wordlessly stepped beyond the gates of the Starstone's Cathedral, his thousand and one faithful ringing the Ascendant Court watched with the silent contemplation that is their highest sacrament. When he failed to emerge, many of his penitents abandoned their vows but a small sect remained loyal and worshipful. You and your fellow Pathfinders are sent into the mountains north of Absalom to follow the path of a doomed party and uncover the secrets of the Muted God. His loyal band of followers, called the Hand, will stop at nothing to keep you away from their shrine—even forming an alliance with some of Golarion's most evil denizens.

Cover of K1: Night at Fausen's Manor
K1: Night at Fausen's Manor
Pathfinder
Level 3
22 pages
0

Up here in the mountains, the sun sets fast. The path has narrowed yet again as it diverts into this small slot valley. A gentle stream parallels the path; it’s pretty, but the smell of rotting vegetation dissuades from lingering long. In the lengthening shadows, birdsong seems oddly muted. As the forest clears a bit up ahead, a small manor upon a little pond comes into view. The birds have gone completely still. K1: Night at Fausen’s Manor is an investigative adventure designed for player characters around 3rd level. The players have been invited by the reclusive Lord Fausen to dine with him and discuss a job; Fausen is troubled by odd bumps and sounds in the night, something has been interfering with his mail, and recently his butler, Grimly, has disappeared. The players investigate during a night at the manor, where dark secrets lurk around every corner. Published by Coldlight Press

Cover of NQ6 - Hanseatic League
NQ6 - Hanseatic League
5th Edition
Levels 4–6
16 pages
0

Hanging out in the city of Acre has gotten mundane and the old adventuring itch is flaring up. Your fruitless search for jobs quickly changes as a farmer locates you. He indicates that he has a minor farming problem with a land shark that the party can deal with. Once this job is completed, the party is approached by more opportunities!

Cover of The House of the Midnight Violet
The House of the Midnight Violet
5th Edition
Levels 4–6
23 pages
0

"A well-written adventure through a mansion filled with dark secrets." The party is recruited by an innkeeper to recover a flower from a nearby mansion. He is an alchemist and he is running short on his supply of the Midnight Violet. Town rumors warn the party to stay away. But, that's unlikely given that your heros are mighty and brave. While exploring the mansion, the adventurers will learn the story of the family that once lived there and what caused their demise. That is...if they live that long. Two new creatures and one new magic item are introduced in this adventure.

Cover of Dungeon Crawl Classics #1: Idylls of the Rat King
Dungeon Crawl Classics #1: Idylls of the Rat King
3.5 Edition
Levels 1–3
36 pages
0

Remember the golden days of role-playing, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Well, those days are back. Dungeon Crawl Classics feature bloody combat, intriguing dungeons, and no NPCs who aren’t meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know must be there somewhere. In Idylls of the Rat King, goblin bandits are once again attacking the silver caravans, killing innocent miners and stealing cargo. The goblins have taken up residence in an abandoned mine northwest of Silverton. Someone must get rid of them. But this is no ordinary abandoned mine. It was deliberately barricaded generations ago when the Gannu family, founders of Silverton, discovered an unspeakable evil on its lowest levels. And these are no ordinary goblins, for the curse of the Gannu family courses through their veins…

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 Pathfinder Society Scenario #5: Mists of Mwangi
Pathfinder Society Scenario #5: Mists of Mwangi
Pathfinder
Levels 1–5
22 pages
0

Pathfinder Lugizar Trantos recently returned from the Mwangi Expanse with haunted eyes and a pack full of strange idols. Absalom's famed Blakros Museum purchased his pieces and Lugizar vanished. The strange monkey idols he pulled from the misty jungles of Mwangi carry with them a fell curse, and now their power has laid claim to the museum. Can the Pathfinder Society uncover the source of the curse in time, or will the Blackros Museum be forever lost to the mists of Mwangi?

Cover of DDEX02-03 The Drowned Tower
DDEX02-03 The Drowned Tower
5th Edition
Levels 5–10
31 pages
0

Stop evil cultists of the Crushing Wave. The party rescues a member of the Brotherhood of the Cloak in Mulmaster (local mage guild); Drayson Fivestar. Drayson asks them to investigate the murder of his colleague. After some urban investigation, the investigation leads to a former guard tower of the Zhentarim, now occupied by elemental cultists. The tower was submerged in mud, but recently uncovered. The party faces of with the cultists. (Large page count, but feasible as a one shot after some editing, will probably take two sessions at most)

Cover of X11 Saga of the Shadow Lord
X11 Saga of the Shadow Lord
BECMI
Levels 5–9
64 pages
0

X11 Saga of the Shadow Lord consists of two linked adventures as a mini-campaign: In the first adventure called Elvenstar, PCs try to steal a magic item from the Shadow Lord to thwart his planned invasion of a peaceful neighboring kingdom. Encounters in this adventure include a village populated by adventurers, and a cloud giant living in a small castle, before the party reaches the Shadow Lord's lair for the final encounter. In the second adventure, also enclosed in module X11, The Halls of Drax Tallen, the Shadow Lord returns more powerful than ever. His undead minions are searching for another magical item to give him immense power and the PCs must find this item before he does. Player characters must get past the undead army of the Shadow Lord and infiltrate his haunted fortress to retrieve the magical Elvenstar. TSR 9165

Cover of CCC-BMG-MOON13-1 Lure of the Reefs
CCC-BMG-MOON13-1 Lure of the Reefs
5th Edition
Levels 11–16
35 pages
0

Ships have disappeared amongst the Norheim Islands, almost all of them carrying refugees from Norland. An expedition, sent to find the cause, has similarly vanished without a trace. Most blame lack of experience with the treacherous local waters, but a few whisper of a more sinister cause, something that lures the desperate to their doom. Initiates of the Flame are looking for powerful adventurers to help since the authorities have more pressing trouble.