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Cover of Dungeon Crawl Classics #53: Sellswords of Punjar
Dungeon Crawl Classics #53: Sellswords of Punjar
Dungeon Crawl Classics RPG
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 O1 The Gem and the Staff
O1 The Gem and the Staff
BECMI
Level 8
32 pages
0

A One-on-One Competition Module for Thieves Level 8 Your peaceful evening has been interrupted by an unusual request. As a thief, your skills are unmatched, but can you rise to the challenge of thieving for a powerful and frightening wizard? Do you have a choice? The Gem and the Staff is a special One-on-One competition module designed for one player and on Dungeon Master. The Module contains two separate scenarios, so you can switch roles with the other player after the first adventure. Scoring sheets and encounter summaries are provided for each adventure to make running competitions quick and simple. Character figures and a map book are also provided to help visualize the adventures. The player's maps are designed so you can see the rooms as they would appear. Complete DM's Maps are included. TSR 9050

Cover of The Feast of Flesh
The Feast of Flesh
5th Edition
Levels 5–10
11 pages
0

The story takes place in a village in Ravenloft. The party has been invited to accompany the young couple Burgomaster Alexandru and Mihaela Nichitovich [ni-KEE-toh-vich] of the hamlet of Nichitovia [ni-kee-TOH-vee-uh] to Rosenwald, a deeply religious community. Alexandru has asked the priests of Rosenwald to conduct a traditional ritual to gain him the favor of the Morninglord for his tenure as burgomaster. This is a ritual all burgomasters traditionally receive, including his late grandfather, who is entombed at Rosenwald. Father Petre and Sister Elena of the church of the Morninglord loosely run Rosenwald. They offered to throw Alexandru a banquet at the House of the Morninglord before the ritual, set to take place during the next full moon. However, all of the clergy have secretly become afflicted with the aswang curse. Father Petre is a halimaw and Sister Elena a kubot, both of whom gained their powers through dark pacts with demon lords of the Abyss. The other priests and acolytes are busos, survivors of encounters with roaming tigbanuas, who found sanctuary with Petre and Elena. The pair refer to these busos as their flock, and plan to feast on the guests after the banquet.

Cover of The Devil Box
The Devil Box
3.5 Edition
Level 2
19 pages
0

"The Devil Box" is a D&D adventure suitable for four 2nd-level PCs, although it can be modified for parties of 1st or 4th-5th levels as noted int the "Scaling the Adventure" sidebar. Characters completing the adventure are likely to advance to 3rd level. Much of the action takes place in a small town during a festival; this town can easily be dropped into an existing campaign. Since "The Devil Box" expects the PCs to deal with kobolds as temporary allies, it throws in some ethical dilemmas for good-aligned characters. Paladins and good-aligned clerics my have difficulties with such an alliance, but kobolds are definitely the lesser of the two evils involved in this adventure. If the party spurns the assistance of potential kobold allies, you may wish to modify the adventure to make it a bit easier on the player characters, as encounters have been written with the assumption that the heroes have a little help. Uploader's note: A hilariously creepy adventure involving a circus (freakshow), with in style illustrations! (Grid maps included, but not separate maps.)

Cover of Hell in Freeport
Hell in Freeport
3.5 Edition
Levels 8–11
90 pages
0

This module is designed for characters who have made their way through the Freeport Trilogy. Characters new to Freeport are at disadvantadge, however. Hell in Freeport sends the characters to the depths of the Hell as pawns of an undead duke. When they discover the truth of their mission, they must race against a sinister clock to save two cities. Act 1 kicks off with a battle against a cornugon on the Freeport docks. The characters are hailed as heroes for defeating the fiend, and are summoned to the Church of Retribution to help in the battle against Hell. Tee old inquisitor who greets them is actually Jalie Squarefoot, an infernal lich who took this form to search for the perfect cat's-paw. Squarefoot wants to take the souls of Freetown, a city in Hell, but must first get around a contract poin: he can't take the city until the Tyre tower clock-now stopped- strikes midnight. He sends the party to Devil's Cry, an inslan off the coast of Freeport, with instructions to close the gate to Hell hidden inside. In truth, he knows the party will be transported straight to the Third Circle when they try. Inside Devil's Cry the party finds the remnants of a great battle fought between an invading devil's army and the Church of Retribution, and battle their way past undead defenders until they reach the gate itself and unwittingly trigger it. Act 2 begins with the party in a twin of the complex they explored in Devil's Cry, but now they are deep in Hell. They fight their way back to the cavern entrance, only to find that they are not on the Prime anymore. When they voyage back their homeport, they instead find themselves in Freetown, a city of scaped slaves in a dark mirror image of Freeport. Once in Freetown, they make the acquaintance of the city's mayor Wycleffe-a servant of Jalie Squarefoot-who persuades them to go on a quest to Tyre to restart the tower clock. They travel the Styx to the Eight Circle and fight their way into a long-buried vity, and then into the tower clock itself. They restart the clock and begin the trip home, but are waylaid by devils and taken prisioner. Act 3 opens with the party naked and in chains in the infernal prison called the Forge. They learn that Jalie Squarefoot and Wycleffe have duped them, and that the supposed rebels of Freetown are actually its protectors. The characters must escape or win their freedom in the gladiator pits before the tower clock they restarted destroys both Freetown and their home city of Freeport. They battle back to Freetown, taking revenge on their captors in the process, and capture the city from Wycleffe with the help of the rebels. Finally it falls to the PCs to enter the tower clock and stop it and Jalie Squarefoot before the fiend's plan can come to fruition. After being tricked and manipulated throughout the adventure, the party finally has their revenge on the duke and his minions.

Cover of C4 To Find A King
C4 To Find A King
AD&D
Levels 4–7
31 pages
0

Two centuries ago, the last king of the celtic kingdom of Pellham was deposed in favor of a High Council. Now, however, things are going badly, and a restless populace longs for the days of the ancient kingship. The High Council is floundering - and the political situation is turning ugly. It was then that the Brothers of Brie, and obscure monastic order, discovered a long-forgotten prophecy. In Pellham's time of greatest need, a long-dead king will rise to restore order. You have been chosen to prove that this is the time of the prophecy. You will take the first steps toward returning the lost king to the throne. This adventure contains the first four rounds of the AD&D OPEN Tournament that was originally run at GEN CON XVI Convention. It includes a tournament scoring system and a team of 10 characters of levels 4-7. This adventure can be played alone or as the first part of the two-part PROPHECY OF BRIE series. TSR 9107

Cover of The Travelling Salesman
The Travelling Salesman
5th Edition
Any Level
44 pages
0

A magic shop, The Travelling Salesman, has appeared in town just in time for the party's arrival. This shop specialises in being in the right place, at the right time, with the right equipment, for the right adventurers. Its wisteria-covered frontage adorns any old blank wall space, and immediately looks like it's been there for decades. Large paned windows are smeared with age-old dirt and hint at the vast array of interesting objects inside. The shop belongs to Yannik Willowbough, an exhausted-but-jovial halfling with a passion for helping others. At least, it belongs to Yannik now. It was once home to a lich, Verdenia Siskin, who has recently concocted the perfect way to exact her revenge. She just needs a party of adventurer's to turn to her point of view. This adventure contains: - A (hungry) planes-travelling magic shop and former home of a powerful lich. - A lich who takes particular delight in winding adventurers around her little finger to do her bidding. - A planar tear that threatens to pull the whole town (or more!) into the Shadowfell. - A spooky house of delights. - NPCs whose motives will be thoroughly questioned by the party. - A 3—10 hour adventure for a party of any level and composition - Depending on the outcome the party may also benefit from: - A planes-travelling base of operations - A recurrent NPC quest-giver and/or helper - A devious, and eternally patient, antagonist. - Four original hand-drawn maps to support combat and exploration, with seperate versions suitable for VTTs. - Advice for new DMs to run this adventure smoothly. - A separate accessible adventure pdf. This adventure was written as part of the Storytelling Collective's Write Your First Adventure workshop. Content warnings: Horror, gore

Cover of The River's Curse
The River's Curse
5th Edition
Level 6
47 pages
0

The River's Curse is an exciting and challenging adventure for your favourite tabletop role-playing game. Set in a mysterious and dangerous wilderness, this adventure takes players on a thrilling journey to uncover the secrets of a cursed river and the powerful entity that haunts it. With detailed maps, unique encounters, and intriguing characters, The River's Curse is a must-have addition to any game master's collection. Whether you're a seasoned adventurer or a new player, The River's Curse will test your skills, your wits, and your luck. Are you brave enough to face the curse?

Cover of Rescue at Brightwell
Rescue at Brightwell
5th Edition
Levels 3–4
18 pages
0

With the discovery of an enormous diamond deposit nestled on their borders, the kingdoms of Peldadrin and Belford both claim the repository of indispensable gemstones as their own. After years of negotiations fail to bring a peaceful resolution, the two nations (further incited by sentiments of national pride that have risen over the years of negotiations) determine the diamonds will be claimed only through war. In the early days of the war, Private Geth Heston, a Belford scout with rich Peldadrin ancestry, was dispatched into enemy territory to uncover Peldadrin unit formations, patrol routes, and any other information he could find. It’s been two weeks since Geth sent his latest report, putting Belford command in a state of unease. The information Geth alluded to in his last message could change the course of the war, if proven true.

Cover of Chaos Reaver (5th Edition)
Chaos Reaver (5th Edition)
5th Edition
Levels 5–9
31 pages
0

Set in the Age of Mortals, 80 years after the War of the Lance, adventurers seek the legendary sword Chaos Reaver, a magical weapon that can help defeat the incursion of chaos creatures left over after the Chaos War. The adventure brings the heroes from the misty isle of Cristyne into the otherworldy realm of the Gray and is designed with flexibility for 4-5 characters of levels 5 up to 9. The adventure also introduces chaos creatures such as the shadow wight and daemon warrior, as well as several other classic Dragonlance creatures new to 5th Edition - the wichtlin, artifact spirit, and white dragonspawn. Also includes full details on the magical sword Chaos Reaver and a variety of handouts that give clues to the characters as they seek the sword.

Cover of MHI - 0 Hanson's Gap
MHI - 0 Hanson's Gap
5th Edition
Levels 1–2
11 pages
0

Set for initial level PCs, this short scenario utilizes a shortcut through a mountain range. The players are in a hurry to get to town for an adventuring opportunity and all they need to do is get through a crevice. Unfortunately for the new delvers, the gap is home to a trio of bandit brothers and other obstacles!

Cover of Brewery of Lost Time
Brewery of Lost Time
5th Edition
Levels 5–6
24 pages
0

Unravel the Mystery of the Darkside Brewery. Designed to be a fun, 5E adventure themed (loosely) around Cinco de Mayo... and the time magic called chronomancy. The Story. Nearly thirteen years ago, a powerful magic gripped the Darkside Brewery and sealed its doors. No one went in. No one came out. A few days ago, those doors reopened, releasing a silver mist that temporarily aged all it touched. Yet nothing else emerged. What happened to all the workers and visitors within? What could have caused the silvery mists? How could the doors have remained sealed for so long, and why have they reopened? Do you have the courage to figure out what happened within the Darkside Brewery? Gather your allies and find out!

Cover of The Cities of Sorcery
The Cities of Sorcery
AD&D
Levels 1–7
124 pages
0

"Nights on the streets, especially those where walls whisper or ratmen lurk beneath, and never a place for those without purpose. Tonight, amid the gathering shadow, creeping fog, and guttering lamps a lone figure walks with cool intent. Footfalls echoing on the cobbles and a single flare of a pipe, or was that magic, lighting a face that has seen more than its fair share of death..." These are the Cities of Sorcery, Valoria and Taux. Two incredible swords and sorcery settings from the minds of masterful storytellers with a vision born from the works of great masters like Leiber, Howard, and Burroughs. Dare to enter these mean streets where gangs rule, mighty trade houses foster endless vendettas, and dark magic lurks behind the brightest of smiles. Join the adventure in two epic trilogies, a half dozen secondary adventures, and various gazetteers, as you blaze a path to glory and riches among some of the most fabled realms in fantasy. With both 2D & 3D maps, Iconic Characters handouts, campaign characters sheets, and more, this isn't something to miss out on if you are a true hard core gamer. Contains: DF1 The Patina Court DF1.5 Ratmen of the Dead Oak DF2 The Lost Apprentice DF2.5 Gang War! DF3 Forgotten Temple of Tefnu DF3.5 The Creche of Set AT1 The Subtle Revenant AT1.5 Storm Seasons AT2 The King and the Serpent AT2.5 The Part We Must Play AT3 Playing Down the Dawn AT3.5 A Wall beyond Fury The Patina Court Places, 1E and 5E blank Character Sheets, Iconic Characters These adventures are formatted to both 1E & 5E gaming rules.

Cover of B12 - Queen's Harvest
B12 - Queen's Harvest
BECMI
Levels 1–2
36 pages
0

The wizard Kavorquian is dead. But certain items belonging to his adopted son were in the wizard's keeping at the time of his demise. Now someone must venture into the silent vaults of Kavorquian's stronghold and recover the missing property. Queen's Harvest picks up its story where B11, King's Festival, left off. It can be played as a sequel to that adventure or as a complete adventure in itself. It is tailored for beginning Dungeon Masters and players and contains helpful hints on adventuring and the land of Karameikos. The story develops simply, but ultimately leads the player characters into the nether reaches of Penhaligon's politics to confront Ilyana Penhaligon, mad pretender to the throne! TSR 9261

Cover of From Ancient Grudge
From Ancient Grudge
5th Edition
Levels 4–5
28 pages
0

A Star-Crossed Tragedy. When the party is hired to investigate a haunted castle, they’re drawn into a tale of hatred, love and betrayal stretching back more then 300 years. Will they be able to free the ghosts haunting Arevon Castle, or will they find themselves just another footnote in its long history of misery?

Cover of CCC-RPSG-03 Fenaria's Gambit
CCC-RPSG-03 Fenaria's Gambit
5th Edition
Levels 11–16
74 pages
0

As the Red War rages and Mulmaster burns, the Cult of Glaugrax sunders the arcane bindings on their alien master, unleashing an ancient evil that threatens to sink the Factions' evacuation efforts. Can you thwart them before the City of Danger is swept away in the wake of Fenaria's revenge? Part 3 of The Neverdusk Trilogy. A Four-to-Six Hour Adventure for Tier 3 Characters. Optimized for APL 13. The long-awaited Conclusion to the tale that started with Ooze There?, an ENnie Awards 2019 nominee in the Best Organized Play category! This adventure is Part 3 of "The Neverdusk Trilogy", and it brings the tale of Fenaria Neverdusk, Sovad Klim, and the mysterious Cult of Glaugrax to a close! Fenaria's Gambit (a.k.a. Ooze Left?) debuted at Doujin Market Online/RPG Day Singapore 2020, a digital convention held by the D&D AL Singapore Community. This v1.01 package includes: - Full color cover art by digital painter Koh Jia Wei (Firons), with art inserts for key scenes in his unique style. - A high quality digital map pack for key encounter locations, in both Black & White and Full Color by digital artist Ryan Tan Chen Wayne (Ryzwayne). - An image by Ryzwayne demonstrating Sovad's ingenuity with the wall of stone spell in his Bonus Objective (Yes, we know he has fans). - A three (3) page cheat sheet with Jason's personal tips for running Fenaria's Gambit.

Cover of DDEX02-01 City of Danger
DDEX02-01 City of Danger
5th Edition
Level 1
41 pages
0

On the southern shores of the Moonsea, the residents of Mulmaster have eked out a living where others would likely have given up long ago—in a bleak city where corruption is rampant and the Church of Bane holds sway. In these five short, introductory adventures, you will travel the breadth of the City of Danger, meet its people, see its sights, and witness firsthand how the city truly has earned its ominous moniker. An introductory adventure for 1st-2nd level characters. City of Danger is broken into five mini-adventures, each designed for one to two hours of play. Therefore if you are attempting to run all five missions in one session you need a minimum of five hours to do so (and probably more). If running this adventure as part of an event that cycles players through quickly, the DM should be familiar with the mini-adventures that he or she is going to run. At public events, time is often the most important factor. Get the players into the mini adventure as quickly as possible, keep an eye on the clock, and take whatever shortcuts are necessary to stay on schedule. If time is not an issue, let the characters spend more time interacting with the non player characters within the mini-adventures. It is not required that the mission be played in order.

Cover of In The Black Midwinter
In The Black Midwinter
5th Edition
Levels 3–5
44 pages
0

In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.

Cover of TB3: Bloody Jack
TB3: Bloody Jack
5th Edition
Level 5
80 pages
0

All the children of the Blight know the nursery rhymes about Bloody Jack Carver, cautionary tales for naughty or overly inquisitive children to mind their manners and obey their parents. However, their parents know the true horror of those times 30 years ago when the lunatic serial killer known as Bloody Jack Carver stalked the fog-shrouded streets of the Blight and abducted children. The killing spree finally ended, but the perpetrator was never caught. When the PCs are deputized to assist in a homicide investigation, they find terrifying clues that point to the three-decade-old Bloody Jack killings and signs to indicate that they were just the beginning. Now the PCs are in a race against time across the breadth of the decrepit and deteriorating city that is the Blight as they attempt to stop a new killing spree before it can start. The PCs’ investigation takes them from the halls of the Capitol and the seedy streets and alleys of Toiltown to the garish carnival piers of Festival and the pollutant-crusted banks of the Great Lyme River. Only they stand between the children of this decayed city and new nursery rhymes being written in their blood. Bloody Jack is a stand-alone adventure set in the Blight for 4–5 5th-level characters.

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.